












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Doomed | 
| Level / Exp | 50 / 4549% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 40.082572490852 (base 16) | 
| Dexterity | 138.1651449817 (base 60) | 
| Constitution | 62.165144981703 (base 36) | 
| Magic | 33.082572490852 (base 9) | 
| Willpower | 194.61537140829 (base 60) | 
| Cunning | 153.890258195 (base 60) | 
Resources
| Life | 1283/1283 | 
| Hate | 67/140 | 
| Equilibrium | 45 | 
| Steam | 100/100 | 
| Healing Factor | 1.5547021853558 | 
| Regeneration | 39.256230180233 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 10 | 
| See Invisible | 20.165144981703 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 182 | 
| Accuracy | 85 | 
| Crit Chance | 81% | 
| APR | 86 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 183 | 
| Accuracy | 85 | 
| Crit Chance | 81% | 
| APR | 71 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 66% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 119 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +33% | 
| Blight | +53% | 
| Arcane | +37% | 
| Cold | +61% | 
| All | +27% | 
| Darkness | +91% | 
| Light | +30% | 
| Temporal | +39% | 
| Physical | +51% | 
| Mind | +53% | 
| Lightning | +40% | 
Offense: Damage Penetration
| Acid | +50% | 
| Nature | +70% | 
| Arcane | +56% | 
| Mind | +90% | 
| All | +45% | 
Defense: Base
| Armour (hardiness) | 31.527121840165 (60.418071861941%) | 
| Defense | 107 | 
| Ranged Defense | 107 | 
| Fatigue | 0 | 
| Physical Save | 49 | 
| Spell Save | 47 | 
| Mental Save | 67 | 
Defense: Resistances
| Acid | + 65%( 70%) | 
| Blight | + 65%( 70%) | 
| Arcane | + 62%( 70%) | 
| Mind | + 65%( 70%) | 
| All | + 62%( 70%) | 
| Darkness | + 78%( 79%) | 
| Light | + 56%( 70%) | 
| Physical | + 68%( 75%) | 
| Lightning | + 70%( 70%) | 
| Fire | + 69%( 70%) | 
| Nature | + 68%( 70%) | 
Defense: Immunities
| Pinning Resistance | 60% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 43% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 100% | 
| Silence Resistance | 100% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 68% | 
Inscriptions (4/4)
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 293 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 2.5Rune: Stormshield Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 9 times. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 2.5Infusion: Movement 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 increase movement speed by 1049% 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 Willpower stat. | 
Class Talents
| Cursed / Darkness | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Shadows | 1.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Cursed / Punishments | 2.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cursed / Fears | 1.62 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Cursed / One with shadows | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Cursed / Force of will | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
Generic Talents
| Cursed / Cursed aura | 1.32 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Mindstar mastery | 1.20 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Feedback | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Cursed / Gestures | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Dark sustenance | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Gesture of Pain | 
| talent | Call Shadows | 
| talent | Deflection | 
| talent | Psiblades | 
| talent | Shadows Empathy | 
| talent | Shadow Decoy | 
| beneficial effect | You feel your grip on reality slipping.Curse of Madness (power 5.1) Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 71% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.4% of your life, the remaining cooldown of all your talents is reduced by 1. | 
| beneficial effect | A shroud of darkness seems to fall across your path.Curse of Shrouds (power 4.1) Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. | 
| beneficial effect | Guarding against melee damage:  Will dismiss up to 73 damage from the next 3.0 attack(s) with a 8% chance to counterattack.Guarded | 
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all).Shroud of Passing | 
| beneficial effect | An aura of death surrounds you.Curse of Corpses (power 3.1) Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. | 
| beneficial effect | Horrible visions fill your mind.Curse of Nightmares (power 7.1): 0% Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +13 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 123 mind and 154 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 11 nightmare (summon Terrors and chances to slow, deal 197 Mind damage, and deal 246 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. | 
| beneficial effect | Mayhem and destruction seem to follow you.Curse of Misfortune (power 5.1) Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. | 
Quests
| You have found a clue on the strange soldier about more like him all over.A Great Disturbance One 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 staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.Escort: injured seer (level 2 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara.Escort: lone alchemist (level 1 of Daikara) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) As a reward you improved talent Psiblades (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest.Escort: lone alchemist (level 4 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You failed to protect the lost defiler from death by Vorebeth the forest wight.Escort: lost defiler (level 2 of Dreadfell) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire.Escort: lost defiler (level 2 of Trollmire) As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done | 
| You failed to protect the lost defiler from death by Betukira the xorn.Escort: lost defiler (level 7 of Dreadfell) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost tinker (level 1 of Ruins of Kor'Pul) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell.Escort: repented thief (level 1 of Dreadfell) As a reward you improved talent Track (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done | 
| 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 Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 311. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow...The Impossible Castle * You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation * You have killed both Ukllmswwik and Slasul, betraying them both. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 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 Clear You decided to join the slavers and take part in their game. You won the ring of blood! You 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 |  Corruptionquick (Madness) (21 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+3 eff.) Damage when hit (Melee): 10 mind Changes stats: +22 Dex / +3 Wil / +12 Lck Changes resistances: +6% nature Changes damage: +9% darkness Stealth bonus: +13 Physical save: +15 (+5 eff.) Silence immunity: +50% Confusion immunity: +45% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Mindpower: +10 (+2 eff.) Curse of Madness A pair of boots made of leather. | 
| Light source |  Loamlore (Shrouds) Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 86% Changes resistances penetration: +25% mind Changes damage: +25% darkness Critical mult.: +41.38% Physical save: +11 (+3 eff.) Psi when hit: +0.32 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Light radius: -1 Infravision radius: +10 See invisible: +10 Healing mod.: +22% Damage Shield penetration: +30% Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Malslek the Accursed's Hat (Shrouds) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Silence immunity: +50% Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+4 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Dark Torrent (10% chance level 2). Curse of Shrouds This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. | 
| On hands |  Ruthless Grip (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Talent granted: +5 Iron Grip Disarm immunity: +100% Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 7.3 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 95.62 mind and 119.37 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 65. Terrified: Deals 24.48 mind and 30.56 darkness damage per turn and increases cooldowns by 97%. Haunted: Causes the target to suffer 37.08 mind and 46.29 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. | 
| Tool |  Yaryhell the Wildvenom (Misfortune) [power 167]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +6.0% Changes stats: +14 Wil Changes resistances penetration: +25% nature Changes damage: +18% blight Maximum stamina: +37.47 Spellpower: +20 (+7 eff.) It can be used to setup a psionic shield, reducing all damage taken by 167 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 105. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  voratun ring 'Zubydhetta' (Nightmares) Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 2 acid / 6 blight Changes stats: +7 Cun / +15 Wil Changes resistances: +9% acid / +9% blight Changes resistances penetration: +5% acid Changes damage: +6% acid / +10% all Mental save: +14 (+3 eff.) Life regen: +11.00 Maximum life: +91.00 Spell crit. chance: +5% Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Healing mod.: +18% Curse of Nightmares Rings make your fingers look great! | 
| On fingers |  Phlegmsever (Misfortune) Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Armour: +18 Defense: +15 (+2 eff.) Changes stats: +7 Cun / +17 Wil Changes resistances: +12% nature Changes damage: +10% all Mental save: +20 (+5 eff.) Life regen: +14.00 Maximum life: +86.00 Spell crit. chance: +5% Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +18% Curse of Misfortune Rings make your fingers look great! | 
| Around neck |  voratun amulet 'Blindbolt' (Misfortune) Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +8% physical Changes damage: +3% light Talent masteries: +0.32 Cursed / Cursed aura +0.40 Cursed / Punishments +0.40 Cursed / Shadows +0.32 Cursed / Fears Stamina each turn: +1.10 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Light radius: +3 Curse of Misfortune Amulets make your neck look great! | 
| In main hand |  Nexus of the Way (Nightmares) (22-24 power, 78 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 115% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 114 damage When wielded/worn: Changes stats: +6 Cun / +11 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Critical mult.: +15.00% Confusion immunity: +30% Mindpower: +34 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Nightmares It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 123 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. | 
| Around waist |  drakeskin leather belt 'Artharegodor' (Madness) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +12.0% Armour: +4 Fatigue: -20% Changes stats: +5 Dex / +9 Wil / +13 Cun / +4 Con Changes damage: +6% mind Damage against: +26% Summoned Reduced damage from: +38% Summoned Maximum encumbrance: +50 Physical save: +11 (+3 eff.) Mindpower: +21 (+3 eff.) Mental crit. chance: +13% Curse of Madness A belt that goes around your waist. | 
| In off hand |  pulsing mindstar 'Runeblek' (Madness) (14-15 power, 63 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +63 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 101 damage Damage (Melee): +12 temporal Damage (radius 1) on hit: +16 arcane When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +13 Dex Changes damage: +13% lightning / +14% cold / +12% temporal / +14% physical Talent granted: +1 Attune Mindstar Critical mult.: +39.66% Reduces incoming crit damage: 18.49% Pinning immunity: +35% Maximum psi: +61.64 Mindpower: +73 (+11 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak |  elven-silk cloak 'Hettukhad' (Nightmares) (17 def, 0 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+3 eff.) Changes stats: +8 Cun / +9 Wil Changes resistances: +30% lightning Changes resistances penetration: +11% arcane Changes damage: +10% arcane Critical mult.: +26.00% Physical save: +12 (+4 eff.) Stun/Freeze immunity: +50% Maximum mana: +79.00 Maximum psi: +30.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +5% Mindpower: +15 (+2 eff.) Mental crit. chance: +6% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Crimson Robe (Misfortune) (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Str / +10 Dex / +10 Mag / +20 Wil / +20 Cun / +10 Con Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Cursed Bolt (8% chance level 2). Talent on hit(mindpower): Waking Nightmare (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. | 
Inventory
|  medical injector implant of the duelist (efficiency 209% / cooldown 62%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 209% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the duelist (efficiency 276% / cooldown 65%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 276% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the titan (efficiency 171% / cooldown 50%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the warrior (efficiency 128% / cooldown 60%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the duelist (steam 17) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.5 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the wizard (steam 11) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Primal Infusion (affinity 29%; reduction 5; dur 4; cd 18) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 29% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. | 
|  healing infusion of the psychic (heal 454; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 454 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the sneak (heal 414; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 414 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the sneak (heal 376; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 376 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the sneak (heal 348; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 348 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  This item will automatically be transmogrified when you leave the level. healing infusion of the titan (heal 230; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the psychic (die at -1317; dur 10; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -1317 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 1317 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the sneak (die at -888; dur 7; cd 31) 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: 31 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 -888 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 888 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion (speed 781%; cd 9) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 781% 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. 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 psychic (speed 1161%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1161% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the warrior (speed 876%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 876% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 892; 13 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 892 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 20%; mental, magical; dur 2; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  This item will automatically be transmogrified when you leave the level. wild infusion (res 24%; physical; dur 3; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 20%; magical, physical; dur 3; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 20%; magical, physical; dur 3; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the sneak (res 48%; magical, mental; dur 2; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 29%; magical, mental; dur 4; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 28%; magical, physical; dur 3; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 23%; magical, physical; dur 2; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 24%; mental, physical; dur 4; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Mirror Image Rune (dur 6; cd 24) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Prismatic Rune (6 turns; mind, physical, arcane, light) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 mind, 2 physical, 5 arcane, 5 light It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Dissipation ( ) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of the Rift (928.46 temporal damage, removed from time 4 turns) 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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1290.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the psychic (damage 609; dur 4; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 609.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the psychic (damage 778; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 778.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the warrior (damage 202; 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 unleash a cone dealing 202.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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. | 
|  blink rune of the psychic (range 12; phase 42; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 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 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the sneak (range 9; phase 30; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the sneak (range 13; phase 36; cd 16) 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: 13 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 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 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the sneak (range 12; phase 30; cd 11) 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: 12 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  This item will automatically be transmogrified when you leave the level. ethereal rune (power 24; resist 35%; move 63%; dur 5; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 63% faster, and you are invisible (power 24). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the sneak (absorb 207; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 207 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the warrior (absorb 108; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 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. 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. | 
|  This item will automatically be transmogrified when you leave the level. shielding rune (absorb 373; dur 6; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 373 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the sneak (absorb 812; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 812 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the sneak (absorb 687; dur 5; 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 create a protective shield absorbing at most 687 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the sneak (range 185; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 185 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  3 schematic: Acid Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Alchemist's Helper Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Back Support Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Crystal Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Explosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fiery Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fireproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Hand Cannon Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Pain Suppressor Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Poison Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rocket Boots Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Rustproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Projector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Silver Filigree Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Viral Needlegun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Tome of Wildfire Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. | 
|  Abyssquick (Shrouds) Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +6% fire Changes resistances penetration: +30% mind / +10% fire Changes damage: +8% acid / +7% fire / +8% cold / +8% lightning Mental save: +15 (+3 eff.) Cut immunity: +80% Confusion immunity: +25% Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +33 (+5 eff.) Mental crit. chance: +6% Light radius: +3 Healing mod.: +29% Curse of Shrouds It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 790 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  Bayahell the stralite amulet (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +14 Changes stats: +3 Wil Changes resistances: +12% acid / +5% physical Changes resistances penetration: +25% physical Talent mastery: +0.28 Psionic / Feedback Curse of Misfortune Amulets make your neck look great! | 
|  Betuwyn the Blazepain (Misfortune) Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Damage when hit (Melee): 6 nature Changes stats: +5 Wil Changes resistances: +6% blight / +9% cold / +3% darkness Changes resistances cap: +6% all Changes damage: +18% lightning Talent masteries: +0.40 Psionic / Feedback +0.40 Cursed / Dark sustenance Physical save: +24 (+8 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +25% Mindpower: +13 (+2 eff.) Curse of Misfortune Amulets make your neck look great! | 
|  Daimuzilahor (Nightmares) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +16 Changes stats: +4 Dex / +5 Mag Changes resistances: +42% mind Confusion immunity: +39% Stamina each turn: +3.00 Only die when reaching: -60.00 life Curse of Nightmares Amulets make your neck look great! | 
|  Daneth's Neckguard (Nightmares) Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Nightmares A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
|  Darkshine the gold amulet (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +10 Changes damage: +18% darkness Critical mult.: +15.00% Physical save: +6 (+2 eff.) Blindness immunity: +12% Stamina each turn: +3.00 Only die when reaching: -40.00 life Infravision radius: +6 Sight radius: +2 See invisible: +10 Curse of Corpses Amulets make your neck look great! | 
|  Earthen Beads (Madness) Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% Curse of Madness It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 653 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  Elenurain (Madness) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +12% blight / +3% fire Changes damage: +7% blight / +9% fire Critical mult.: +13.00% Physical save: +3 (+1 eff.) Blindness immunity: +20% Disarm immunity: +20% Pinning immunity: +10% Spellpower: +8 (+3 eff.) Mindpower: +5 (+1 eff.) Curse of Madness Amulets make your neck look great! | 
|  Eluyalaith the Breezeglean (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% fire / +3% nature / +13% cold Changes resistances penetration: +5% nature Changes damage: +18% mind Critical mult.: +10.00% Psi when hit: +0.16 Mindpower: +10 (+2 eff.) Curse of Shrouds Amulets make your neck look great! | 
|  Eremusin (Madness) Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 12 light / 14 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 44% * 13% chance to blind Changes stats: +15 Con Changes resistances: +9% lightning / +9% mind Changes damage: +15% light / +13% darkness Physical save: +18 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +12.00 Maximum life: +76.00 Curse of Madness Amulets make your neck look great! | 
|  Fanged Collar (Corpses) Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... Curse of Corpses This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Frost Lord's Chain (Madness) Powered 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 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Madness This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. | 
|  Garkul's Teeth (Corpses) Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% Curse of Corpses It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 349.22 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. | 
|  Layussra the voratun amulet (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +9 Dex Changes damage: +18% arcane Reduces incoming crit damage: 15.66% Psi when hit: +0.12 Maximum psi: +52.20 Maximum vim: +52.20 Spell crit. chance: +3% Damage Shield penetration: +31% Curse of Shrouds Amulets make your neck look great! | 
|  Noonpython the stralite amulet (Nightmares) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% light Changes resistances penetration: +15% blight Critical mult.: +20.00% Cut immunity: +70% Vim when firing critical spell: +2.00 Light radius: +3 Healing mod.: +26% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 613 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  Prismvortex (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +18% light / +15% temporal Changes damage: +9% acid / +18% light Life regen: +5.00 Hate when firing a critical mind attack: +3.00 Mindpower: +25 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Amulets make your neck look great! | 
|  Relgigar (Madness) Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+3 eff.) Armour: +7 Defense: +16 (+2 eff.) Changes stats: +3 Wil / +6 Con Changes resistances: +13% physical Changes resistances cap: +7% all Changes resistances penetration: +15% acid Changes damage: +6% acid Physical save: +44 (+13 eff.) Life regen: +7.00 Stamina each turn: +1.20 Maximum life: +80.00 Curse of Madness Amulets make your neck look great! | 
|  The Black Core (Nightmares) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Nightmares "Lock your soul away, and death will never reach you." | 
|  Unflinching Eye (Corpses) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 3.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. | 
|  Zemekkys' Broken Hourglass (Corpses) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Corpses It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. | 
|  Zeryrek the copper amulet (Nightmares) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Wil / +1 Con Changes damage: +3% mind Reduces incoming crit damage: 15.00% Light radius: +1 Infravision radius: +3 Curse of Nightmares Amulets make your neck look great! | 
|  archmage's copper amulet (Nightmares) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +4% acid / +4% fire / +4% cold / +5% lightning Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Curse of Nightmares Amulets make your neck look great! | 
|  archmage's voratun amulet of the eclipse (Misfortune) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 44% * 11% chance to blind Changes stats: +5 Mag Changes damage: +6% acid / +9% light / +6% fire / +6% cold / +5% lightning / +8% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Curse of Misfortune Amulets make your neck look great! | 
|  copper amulet of dexterity (+3) (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Curse of Corpses Amulets make your neck look great! | 
|  enraging voratun amulet of soulsearing (Nightmares) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Changes damage: +10% blight / +12% fire / +8% physical Critical mult.: +17.00% Spellpower: +11 (+4 eff.) Combat speed: +10% Curse of Nightmares Amulets make your neck look great! | 
|  insulating voratun amulet of murder (Corpses) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Changes resistances: +26% fire / +24% cold Critical mult.: +19.00% Curse of Corpses Amulets make your neck look great! | 
|  mindweaver's voratun amulet (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +10 (+2 eff.) Confusion immunity: +21% Mindpower: +12 (+2 eff.) Curse of Shrouds Amulets make your neck look great! | 
|  mindweaver's voratun amulet (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +11 (+2 eff.) Confusion immunity: +25% Mindpower: +7 (+1 eff.) Curse of Shrouds Amulets make your neck look great! | 
|  protective copper amulet of magic (+4) (Madness) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +4 Mag Changes resistances cap: +3% all Physical save: +9 (+3 eff.) Curse of Madness Amulets make your neck look great! | 
|  restful voratun amulet of manastreaming (Madness) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +4 Mag Life regen: +4.00 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +42.00 Curse of Madness Amulets make your neck look great! | 
|  restful voratun amulet of soulsearing (Corpses) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes damage: +11% blight / +11% fire Critical mult.: +14.00% Life regen: +4.00 Spellpower: +10 (+4 eff.) Curse of Corpses Amulets make your neck look great! | 
|  serendipitous voratun amulet of dexterity (+13) (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +8 (+1 eff.) Changes stats: +13 Lck / +7 Dex Reduce all damage from unseen attackers: 16% Curse of Corpses Amulets make your neck look great! | 
|  starseer's voratun amulet of dexterity (+8) (Nightmares) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex / +5 Mag Changes damage: +8% darkness / +7% temporal / +7% light / +7% physical Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Amulets make your neck look great! | 
|  steel amulet 'Puslord' (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Changes damage: +15% nature Talent mastery: +0.20 Cursed / Cursed aura Mental save: +18 (+4 eff.) Poison immunity: +20% Teleport immunity: +20% Maximum life: +60.00 Curse of Madness Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. voratun amulet (Misfortune) 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Misfortune Amulets make your neck look great! | 
|  voratun amulet of soulsearing (Misfortune) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +15% blight / +14% fire Critical mult.: +18.00% Spellpower: +15 (+5 eff.) Curse of Misfortune Amulets make your neck look great! | 
|  wanderer's voratun amulet of perfection (0.33 Cunning / Survival,0.33 Cursed / Gestures) (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +8 Cun / +9 Con Talent masteries: +0.33 Cunning / Survival +0.33 Cursed / Gestures Life regen: +3.00 Stamina each turn: +1.40 Movement speed: +10% Curse of Shrouds Amulets make your neck look great! | 
|  warmaker's copper amulet (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Dex / +4 Wil Curse of Nightmares Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Adugawe the gold ring (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +9 Wil Critical mult.: +10.00% Mental save: +19 (+4 eff.) Confusion immunity: +38% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mental crit. chance: +3% Curse of Shrouds Rings make your fingers look great! | 
|  Arcjeer the stralite ring (Nightmares) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Changes resistances: +21% cold / +30% fire / +6% darkness / +9% temporal Changes damage: +21% lightning Disarm immunity: +21% Teleport immunity: +21% Only die when reaching: -60.00 life Spellpower: +13 (+5 eff.) Mindpower: +13 (+2 eff.) Curse of Nightmares Rings make your fingers look great! | 
|  Arcwend the copper ring (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +11% fire Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +15 (+2 eff.) Curse of Misfortune Rings make your fingers look great! | 
|  Arutta the Jetdredge (Shrouds) Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex / +5 Mag / +2 Cun Changes resistances: +23% acid / +26% light / +23% fire / +23% cold / +25% lightning Changes resistances penetration: +10% darkness Changes damage: +13% light Infravision radius: +3 Curse of Shrouds Rings make your fingers look great! | 
|  Bloodcaller (Corpses) Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Corpses You won the Ring of Blood trial, and this is your reward. | 
|  Chargefury (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +10 Wil Changes resistances: +12% darkness Changes resistances penetration: +20% lightning Mental save: +20 (+5 eff.) Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +8% Curse of Misfortune Rings make your fingers look great! | 
|  Dimquill of the Blightspawn (Shrouds) Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 23 * 21% chance to reduce damage dealt by 44% Changes stats: +9 Mag Changes resistances: +12% lightning / +12% fire Changes resistances penetration: +10% lightning / +10% acid Changes damage: +6% lightning / +6% fire / +6% acid Physical save: +16 (+5 eff.) Spell save: +32 (+11 eff.) Mental save: +15 (+3 eff.) Life regen: +17.00 Maximum life: +78.00 Healing mod.: +18% Curse of Shrouds Rings make your fingers look great! | 
|  Elemental Fury (Misfortune) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Misfortune This ring shines with many colors. | 
|  Exiler (Corpses) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Corpses It can be used to attempt to inflict 134.30 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. | 
|  Floesaw (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 86% Changes resistances: +3% blight / +3% darkness / +5% arcane Changes damage: +6% cold Stun/Freeze immunity: +24% Life regen: +2.00 Curse of Shrouds Rings make your fingers look great! | 
|  Glory of the Pride (Shrouds) Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. | 
|  Gorach (Shrouds) Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +13 Physical crit. chance: +3.0% Physical power: +29 (+10 eff.) Defense: +14 (+2 eff.) Changes stats: +3 Dex Changes resistances: +17% mind Changes damage: +17% mind / +6% all Stamina each turn: +2.00 Only die when reaching: -20.00 life Spellpower: +15 (+5 eff.) Mindpower: +14 (+2 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Gunydig (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +10 Con Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +37% Life regen: +6.00 Infravision radius: +3 See invisible: +18 Curse of Nightmares Rings make your fingers look great! | 
|  Mnemonic (Corpses) Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Corpses It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
|  Ring of Growth (Shrouds) Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Shrouds This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Ring of the Dead (Shrouds) Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds 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. | 
|  Ring of the War Master (Misfortune) Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Misfortune A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  Salyvena the voratun ring (Nightmares) Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +16 Defense: +17 (+3 eff.) Changes stats: +6 Con Changes resistances: +15% blight / +17% physical Changes damage: +17% physical Spell save: +18 (+6 eff.) Equilibrium when hit: +0.16 Maximum stamina: +40.00 Maximum hate: +2.00 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Sunstreaker (Nightmares) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 55 Damage when hit (Melee): 8 fire Changes resistances: +35% mind / +18% fire Changes resistances penetration: +10% lightning Changes damage: +35% mind Critical mult.: +21.07% Mental crit. chance: +6% Curse of Nightmares Rings make your fingers look great! | 
|  Vargh Redemption (Madness) Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Madness It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 43.83 cold and 41.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
|  Voroma the gold ring (Madness) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +32% light Changes damage: +16% light Critical mult.: +20.00% Psi when hit: +0.20 Maximum hate: +8.00 Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Rings make your fingers look great! | 
|  Wheel of Fate (Nightmares) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +6 Cun / +5 Con Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Spell save: +12 (+4 eff.) Blindness immunity: +25% Maximum stamina: +16.00 Infravision radius: +7 See stealth: +9 See invisible: +9 Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  Writhing Ring of the Hunter (Misfortune) Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Misfortune A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  gold quartz ring (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Stun/Freeze immunity: +30% Maximum stamina: +24.00 Curse of Madness Rings make your fingers look great! | 
|  gold ring 'Floewasp' (Misfortune) Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 55 Changes stats: +3 Cun / +4 Mag Changes resistances: +12% cold / +26% darkness / +9% mind Changes damage: +13% darkness Blindness immunity: +29% Spellpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +14 See invisible: +9 Curse of Misfortune Rings make your fingers look great! | 
|  gold ring 'Strikequeller' (Misfortune) Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes resistances: +13% blight / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +13% blight Blindness immunity: +23% Stun/Freeze immunity: +25% Life regen: +2.00 Infravision radius: +4 See stealth: +13 See invisible: +9 Curse of Misfortune Rings make your fingers look great! | 
|  gold ring 'Todas' (Shrouds) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +32% light Changes damage: +16% light Critical mult.: +10.00% Equilibrium when hit: +0.08 Maximum hate: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds Rings make your fingers look great! | 
|  gold ring of luminosity (Shrouds) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 22 light Damage (Ranged): 10 light Changes stats: +4 Mag Changes damage: +12% light Curse of Shrouds Rings make your fingers look great! | 
|  painweaver's voratun ring (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+5 eff.) Changes damage: +8% all Spellpower: +19 (+7 eff.) Mindpower: +15 (+2 eff.) Curse of Misfortune Rings make your fingers look great! | 
|  painweaver's voratun ring of speed (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +18 (+6 eff.) Defense: +14 (+2 eff.) Changes damage: +8% all Spellpower: +17 (+6 eff.) Mindpower: +20 (+3 eff.) Movement speed: +22% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! | 
|  psionicist's gold ring of misery (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 55 Damage (Melee): 14 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 55 Damage (Ranged): 11 physical Changes stats: +4 Cun / +4 Wil Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! | 
|  savior's voratun ring of pilfering (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Defense: +13 (+2 eff.) Physical save: +14 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  savior's voratun ring of sensing (Misfortune) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +14 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +34% Infravision radius: +5 See stealth: +25 See invisible: +18 Curse of Misfortune Rings make your fingers look great! | 
|  sneakthief's gold ring of misery (Nightmares) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 55 Damage (Melee): 13 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 55 Damage (Ranged): 6 physical Changes stats: +10 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! | 
|  sneakthief's voratun ring of clarity (Madness) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +10 Cun / +5 Dex Mental save: +15 (+3 eff.) Confusion immunity: +40% Curse of Madness Rings make your fingers look great! | 
|  solipsist's copper ring (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +6 (+1 eff.) Curse of Misfortune Rings make your fingers look great! | 
|  solipsist's voratun ring of life (Corpses) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Life regen: +13.00 Maximum life: +80.00 Mindpower: +15 (+2 eff.) Healing mod.: +19% Curse of Corpses Rings make your fingers look great! | 
|  solipsist's voratun ring of life (Corpses) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +4 Wil Life regen: +17.00 Maximum life: +73.00 Mindpower: +13 (+2 eff.) Healing mod.: +15% Curse of Corpses Rings make your fingers look great! | 
|  steel quartz ring (Corpses) Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +11 (+2 eff.) Damage when hit (Melee): 2 fire / 6 temporal Changes stats: +5 Wil Changes resistances: +9% fire Changes damage: +9% fire / +6% temporal Mental save: +10 (+2 eff.) Stun/Freeze immunity: +30% Life regen: +8.00 Maximum life: +62.00 Healing mod.: +12% Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  steel quartz ring (Nightmares) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Stun/Freeze immunity: +30% Mindpower: +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! | 
|  steel ring 'Duvigokor' (Misfortune) Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +9 Dex / +4 Wil / +9 Cun Reduces incoming crit damage: 10.00% Blindness immunity: +20% Mindpower: +6 (+1 eff.) Infravision radius: +6 See stealth: +7 See invisible: +7 Curse of Misfortune Rings make your fingers look great! | 
|  steel ring (Nightmares) 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Nightmares Rings make your fingers look great! | 
|  steel ring (Shrouds) 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Shrouds Rings make your fingers look great! | 
|  steel ring (Shrouds) 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Shrouds Rings make your fingers look great! | 
|  titan's copper ring of perseverance (Misfortune) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Curse of Misfortune Rings make your fingers look great! | 
|  titan's copper ring of pilfering (Misfortune) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+1 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  titan's voratun ring of nature (+36%) (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +36% nature Changes damage: +18% nature Physical save: +20 (+6 eff.) Curse of Misfortune Rings make your fingers look great! | 
|  voratun Goedalath Rock ring (Corpses) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Damage (Melee): 33 light Damage (Ranged): 30 light Damage when hit (Melee): 34 darkness Changes stats: +10 Mag Changes damage: +17% light / +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+6 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Curse of Corpses Rings make your fingers look great! | 
|  voratun Petrified Wood ring (Corpses) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Mag / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Spellpower: +10 (+4 eff.) Curse of Corpses Rings make your fingers look great! | 
|  voratun Telos's Staff Crystal ring (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +12 Wil / +11 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Mindpower: +14 (+2 eff.) Light radius: +2 Curse of Shrouds Rings make your fingers look great! | 
|  voratun Windborne Azurite ring (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes resistances: +11% nature / +12% blight Changes damage: +20% lightning Damage affinity(heal): +20% lightning Poison immunity: +27% Disease immunity: +21% Movement speed: +15% Chance to avoid any damage: +8% Curse of Misfortune Rings make your fingers look great! | 
|  voratun fire opal ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Life regen: +19.00 Maximum life: +94.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +13% Rings make your fingers look great! | 
|  voratun fire opal ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +6 Mag / +8 Wil Changes damage: +10% all Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +9 Cun / +8 Dex Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +9 Cun / +8 Dex Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +13% nature / +10% blight Changes damage: +10% all Poison immunity: +21% Disease immunity: +27% Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 37 light Damage (Ranged): 35 light Changes stats: +9 Mag Changes damage: +18% light / +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 16% chance to reduce all saves and defense by 55 Damage (Melee): 20 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 55 Damage (Ranged): 19 physical Changes stats: +7 Mag / +6 Wil / +9 Cun Changes damage: +10% all Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +11 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! | 
|  voratun fire opal ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 33 light Damage (Ranged): 40 light Changes stats: +6 Wil / +9 Mag Changes damage: +19% light / +10% all Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +8 Cun / +7 Dex Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +23% acid / +24% fire / +21% lightning / +22% cold Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! | 
|  voratun fire opal ring (Madness) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +7 Cun / +8 Wil Changes damage: +10% all Spell crit. chance: +5% Mindpower: +7 (+1 eff.) Mental crit. chance: +5% Curse of Madness Rings make your fingers look great! | 
|  voratun fire opal ring (Nightmares) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Life regen: +5.00 Maximum life: +63.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +18% Curse of Nightmares Rings make your fingers look great! | 
|  voratun ring (Misfortune) 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Misfortune Rings make your fingers look great! | 
|  warrior's voratun ring of time (+19%) (Madness) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +19% temporal Changes damage: +19% temporal Curse of Madness Rings make your fingers look great! | 
|  wizard's voratun ring of life (Misfortune) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+5 eff.) Life regen: +11.00 Maximum life: +80.00 Healing mod.: +14% Curse of Misfortune Rings make your fingers look great! | 
|  Khulmanar's Wrath (Nightmares) (70-105 power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Nightmares It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 145.10 fire damage, and flames will be left dealing a further 33.58 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. | 
|  This item will automatically be transmogrified when you leave the level. voratun battleaxe of projection (Shrouds) (57-86 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Shrouds Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. quick voratun dagger (Nightmares) (40-51 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +7 Dex Combat speed: +10% Curse of Nightmares Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. stormbringer's voratun greatmaul of phasing (Madness) (68-101 power, 39 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +39 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% Damage (radius 2) on crit: +61 lightning / +55 cold When wielded/worn: Changes resistances penetration: +33% lightning / +30% cold Movement speed: +70% Curse of Madness Massive two-handed mauls. | 
|  Thaloren-Tree Longbow (Shrouds) Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% Curse of Shrouds In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. | 
|  This item will automatically be transmogrified when you leave the level. penetrating dragonbone longbow of acid (Nightmares) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +29 acid When wielded/worn: Changes resistances penetration: +33% physical Changes damage: +30% acid Curse of Nightmares Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. runic dragonbone longbow (Shrouds) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When wielded/worn: Changes stats: +11 Mag Changes damage: +23% arcane Spellpower: +20 (+7 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. enhanced voratun longsword (Shrouds) (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +13 Dex / +13 Mag / +10 Wil / +13 Cun / +13 Con Curse of Shrouds Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. stormbringer's voratun longsword (Shrouds) (44-62 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +40 lightning / +45 cold When wielded/worn: Changes resistances penetration: +25% lightning / +25% cold Movement speed: +49% Curse of Shrouds Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Dimbreaker (Madness) (46-65 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances: +18% light / +18% darkness Changes resistances penetration: +34% darkness / +25% arcane Changes damage: +12% light Critical mult.: +27.20% Spell save: +18 (+6 eff.) Life regen: +5.44 Damage Shield penetration: +41% Curse of Madness Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. arcing voratun mace of enduring (Misfortune) (43-60 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage When wielded/worn: Changes stats: +13 Con / +15 Wil Maximum life: +89.00 Curse of Misfortune Blunt and deadly. | 
|  Balancewilder the living mindstar (Madness) (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind / +8 nature Damage (radius 1) on hit: +16 nature When wielded/worn: Effects on melee hit: * 26% chance to slow global speed by 86% * 26 arcane resource burn Changes stats: +10 Cun Changes resistances: +6% light Changes resistances penetration: +15% mind / +15% darkness Changes damage: +25% mind / +22% darkness Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Maximum hate: +8.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  This item will automatically be transmogrified when you leave the level. hungering living mindstar of nightfall (Madness) (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +15% darkness Changes damage: +18% darkness Talent masteries: +0.20 Cursed / Darkness +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Talent granted: +1 Attune Mindstar Blindness immunity: +25% Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness It can be used to inflict 385.56 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  This item will automatically be transmogrified when you leave the level. drakeskin leather sling (Nightmares) Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  This item will automatically be transmogrified when you leave the level. earthen dragonbone starstaff of channeling (Shrouds) (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +10% Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Mana each turn: +0.36 Spellpower: +29 (+10 eff.) Spell crit. chance: +5% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. infernal dragonbone magestaff of might (Corpses) (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +25 (+9 eff.) Spell crit. chance: +17% See invisible: +16 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff (Nightmares) (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +24 (+8 eff.) Spell crit. chance: +5% See invisible: +20 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. lifebinding dragonbone vilestaff (Nightmares) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +25 (+9 eff.) Spell crit. chance: +5% Healing mod.: +30% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. potent dragonbone magestaff of might (Madness) (42-50 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% cold Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +20% Curse of Madness Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. runic voratun steamgun of true flight (Nightmares) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +7 Mag Changes damage: +13% arcane Spellpower: +8 (+3 eff.) Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  This item will automatically be transmogrified when you leave the level. stormbringer's orichalcum trident of shearing (Madness) (50-81 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +63 lightning / +62 cold When wielded/worn: Accuracy: +34 (+8 eff.) Armour penetration: +21 Changes resistances penetration: +33% lightning / +35% cold / +20% all Movement speed: +70% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. caustic voratun waraxe of rage (Misfortune) (41-57 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +40 nature When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +15 Changes stats: +11 Str Changes resistances penetration: +22% acid / +25% nature Changes damage: +15% physical Curse of Misfortune One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of massacre (Nightmares) (54-76 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +30% acid Changes damage: +28% acid Curse of Nightmares One-handed war axes. | 
|  Whip of Urh'Rok (Madness) (55-60 power, 0 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+5 eff.) See invisible: +2 When carried: Changes damage: +8% blight Curse of Madness With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. | 
|  Emblem of Evasion (Misfortune) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 75 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
|  Polivea the Blindrace (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes damage: +18% physical Critical mult.: +31.00% Stamina each turn: +3.00 Light radius: +3 Curse of Shrouds A belt that goes around your waist. | 
|  Torchbright (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes resistances: +9% fire Changes resistances penetration: +15% arcane / +15% fire Changes damage: +15% blight / +18% temporal / +15% fire Critical mult.: +20.20% Spell save: +15 (+5 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. | 
|  hardened leather belt 'Floecrack' (Madness) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +7 Mag / +6 Wil / +3 Con Changes resistances: +7% blight / +6% cold Critical mult.: +8.00% Stamina each turn: +3.00 Maximum stamina: +30.00 Spell crit. chance: +5% The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. noble's drakeskin leather belt of the giants (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +8 Cun / +8 Wil Damage against: +34% Summoned Reduced damage from: +45% Summoned Spell save: +15 (+5 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. | 
|  Cloth of Dreams (Shrouds) (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 136 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. | 
|  Guise of the Hated (Madness) (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Madness Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. | 
|  Jetpack (Madness) (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +10 (+1 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness Finally. | 
|  Olaneg (Corpses) (17 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +37 (+9 eff.) Defense: +17 (+3 eff.) Changes stats: +3 Wil Changes resistances penetration: +20% mind Changes damage: +33% mind Critical mult.: +20.00% Physical save: +15 (+5 eff.) Mana each turn: +0.16 Mana when firing critical spell: +2.47 Spellpower on spell critical (stacks up to 3 times): +12 Damage Shield penetration: +37% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Samulin (Nightmares) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Changes stats: +8 Dex / +4 Wil / +10 Cun Changes resistances: +20% nature / +19% blight Changes damage: +9% arcane / +6% acid Life regen: +9.00 Mana when firing critical spell: +2.00 Maximum vim: +20.00 Healing mod.: +18% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. Threads of Fate (Corpses) (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+3 eff.) Curse of Corpses It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 2.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. | 
|  Wrap of Stone (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) Curse of Misfortune It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 181.06 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
|  This item will automatically be transmogrified when you leave the level. restorative elven-silk cloak of protection (Shrouds) (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +20% nature / +16% blight Spell save: +8 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +11.00 Healing mod.: +20% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Galen's Flowing Robe (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+12 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown Curse of Shrouds This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
|  Korogen the elven-silk robe (Misfortune) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +1 Str / +5 Mag / +5 Wil / +10 Cun Changes resistances: +15% all Changes resistances penetration: +10% blight Changes damage: +27% arcane / +23% temporal Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.17 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Maximum mana: +165.00 Spellpower: +34 (+12 eff.) Spell crit. chance: +19% Infravision radius: +1 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe of power (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +12% lightning / +12% darkness / +12% light / +12% blight / +12% fire / +12% cold / +15% all Changes damage: +20% all Physical save: +20 (+6 eff.) Spell save: +40 (+13 eff.) Mental save: +15 (+3 eff.) Spellpower: +20 (+7 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Ce'Neba' (Corpses) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 9% chance to slow global speed by 86% * 10 arcane resource burn Changes stats: +8 Str / +8 Mag / +8 Wil / +2 Con Changes resistances: +21% lightning / +6% temporal / +3% light / +20% blight / +29% cold / +15% all Changes damage: +30% lightning / +20% physical / +30% cold Critical mult.: +15.00% Life regen: +5.30 Maximum life: +75.00 Healing mod.: +30% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of power (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +20% all Spell save: +28 (+9 eff.) Spellpower: +25 (+9 eff.) Spell crit. chance: +6% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Aetherwalk (Shrouds) (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+5 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 126 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Shrouds It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
|  Boots of the Hunter (Corpses) (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
|  Nimbusmight the pair of hardened leather boots (Corpses) (0 def, 13 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +13 Changes stats: +4 Mag / +4 Wil Changes resistances: +9% darkness Changes damage: +27% lightning / +9% physical Physical save: +15 (+5 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life Curse of Corpses It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. | 
|  Shoes of Moving Quickly (Madness) (10 def, 12 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+1 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Curse of Madness Accurately? Less so. | 
|  Shoes of Moving Slowly (Misfortune) (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Misfortune It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. | 
|  Steam Powered Boots (Shrouds) (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Shrouds Boots. But with steam power! | 
|  Wanderer's Rest (Nightmares) (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  Xynor (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Damage when hit (Melee): 2 mind Changes stats: +9 Mag / +2 Wil / +2 Cun Changes damage: +8% acid / +3% mind / +10% blight Critical mult.: +5.00% Maximum encumbrance: +44 Physical save: +14 (+4 eff.) Disease immunity: +50% Hate when firing a critical mind attack: +2.00 Spellpower: +17 (+6 eff.) Mindpower: +30 (+5 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots of tirelessness (Nightmares) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +11% lightning / +12% temporal Stamina each turn: +1.30 Maximum stamina: +37.00 Curse of Nightmares A pair of boots made of leather. | 
|  pair of drakeskin leather boots 'Gloompassion' (Madness) (16 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +16 (+2 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 44% Changes stats: +12 Dex / +2 Mag / +1 Wil Changes resistances: +24% darkness / +23% temporal Changes resistances penetration: +20% darkness / +19% temporal Changes damage: +6% blight Vim when firing critical spell: +2.09 Spellpower: +15 (+5 eff.) Infravision radius: +3 Damage Shield penetration: +31% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Curse of Madness A pair of boots made of leather. | 
|  pair of drakeskin leather boots 'Strikewake' (Shrouds) (0 def, 10 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 6 mind Changes stats: +6 Mag / +14 Wil / +9 Cun Changes resistances: +6% lightning Changes damage: +12% mind Physical save: +14 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.52 Maximum mana: +46.00 Spell crit. chance: +4% Mindpower: +15 (+2 eff.) Infravision radius: +1 Curse of Shrouds A pair of boots made of leather. | 
|  pair of voratun boots 'Torchquell' (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +4 Mag Changes damage: +12% fire Critical mult.: +20.69% Life regen: +10.00 Mana each turn: +0.36 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Healing mod.: +20% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of phasing (Corpses) (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Mag / +4 Wil / +5 Cun / +4 Con Physical save: +25 (+8 eff.) Mental save: +25 (+6 eff.) Curse of Corpses It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Cun / +6 Con Physical save: +25 (+8 eff.) Mental save: +20 (+5 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Polyletta (Misfortune) (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +3 Damage (Melee): 14 acid Changes stats: +4 Mag / +3 Cun / +4 Con Changes resistances: +10% acid Changes resistances penetration: +30% blight Changes damage: +11% acid / +9% blight Critical mult.: +24.98% Mana when firing critical spell: +2.50 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +62.45 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. Bilevile the elven-silk wizard hat (Nightmares) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 27% chance to slow global speed by 86% Damage when hit (Melee): 14 lightning Changes resistances: +30% acid / +27% nature / +39% lightning Changes resistances penetration: +30% light Changes damage: +20% acid / +27% nature Curse of Nightmares A pointy cloth hat, very wizardly... | 
|  Crown of Command (Misfortune) (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Misfortune It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  Eastern Wood Hat (Misfortune) (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+9 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+2 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% Curse of Misfortune This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. | 
|  Infused Cerebrum (Nightmares) (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+4 eff.) Mindpower: +12 (+2 eff.) Curse of Nightmares It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? | 
|  Omniscience (Nightmares) (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Nightmares It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." | 
|  Yaldan Baoth (Misfortune) (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. | 
|  elven-silk wizard hat 'Daimeledir' (Madness) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Wil Changes resistances: +30% darkness Changes resistances penetration: +20% mind Changes damage: +20% darkness / +27% physical Critical mult.: +35.00% Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Mana when firing critical spell: +2.65 Maximum stamina: +30.00 Maximum psi: +60.00 Light radius: +4 See invisible: +27 Curse of Madness A pointy cloth hat, very wizardly... | 
|  elven-silk wizard hat 'Quenchspiker' (Nightmares) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 cold Changes stats: +8 Mag / +10 Cun / +10 Con Changes resistances: +20% blight / +9% temporal / +9% acid Changes resistances penetration: +15% acid Changes damage: +20% blight / +16% arcane Mental save: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. warlord's drakeskin leather hat of dexterity (+7) (Nightmares) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +10 Dex / +7 Wil Changes resistances: +15% physical Physical save: +15 (+5 eff.) Curse of Nightmares A hat made of leather. Very stylish. | 
|  This item will automatically be transmogrified when you leave the level. warlord's voratun helm of strength (+16) (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +7 Wil Changes resistances: +15% physical Physical save: +12 (+4 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of implacability (Shrouds) (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +16% nature / +20% blight Physical save: +14 (+4 eff.) Curse of Shrouds A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. drakeskin leather armour of Toknor (Shrouds) (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Critical mult.: +19.00% Curse of Shrouds A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. drakeskin leather armour of command (Corpses) (35 def, 17 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +35 (+6 eff.) Fatigue: +8% Changes stats: +6 Cun Mental save: +25 (+6 eff.) Curse of Corpses A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of the dragon (Corpses) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +7 Str / +5 Con Changes resistances: +15% acid / +15% physical / +14% cold / +10% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +99.00 Curse of Corpses A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. scouring voratun shield of earthen fury (Misfortune) (0 def, 21 armour, 213.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +21 Fatigue: +8% Effects on melee hit: * 17 arcane resource burn Damage (Melee): 19 acid / 25 nature Effects when hit in melee: * 15 arcane resource burn Changes stats: +7 Con Changes resistances: +19% acid / +20% nature Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. | 
|  1779 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  11 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Ravenknight the voratun pickaxe (dig speed 11 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Effects on melee hit: * 20% chance to reduce damage dealt by 44% Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +8 Str Changes resistances: +6% mind Changes resistances penetration: +10% darkness / +15% mind Changes damage: +3% darkness / +3% mind Lowers spell cool-downs by: 10% Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  voratun pickaxe 'Pitchmortal' (dig speed 6 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 27% chance to reduce damage dealt by 44% Changes stats: +3 Str / +6 Mag Changes resistances: +10% fire / +10% darkness / +9% nature Changes resistances penetration: +25% physical Confusion immunity: +27% Teleport immunity: +20% Only die when reaching: -100.00 life Maximum mana: +53.00 Spell crit. chance: +10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  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. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  14 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Qog's Essentials Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. | 
|  Baryrek the dwarven lantern (Madness) Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +15% blight / +27% cold / +2% physical Changes resistances penetration: +15% acid Changes damage: +14% mind Stun/Freeze immunity: +20% Knockback immunity: +21% Teleport immunity: +21% Only die when reaching: -40.00 life Maximum life: +102.96 Light radius: +5 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Doursting (Shrouds) Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +21% blight Changes resistances penetration: +20% mind Changes damage: +21% mind / +15% darkness Critical mult.: +25.85% Spell save: +15 (+5 eff.) Mental save: +12 (+3 eff.) Vim when firing critical spell: +2.58 Hate when firing a critical mind attack: +6.46 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +5 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Dúathedlen Heart (Nightmares) Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Nightmares This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. | 
|  Eldritch Pearl (Misfortune) Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 Curse of Misfortune It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 41.93 cold damage and 39.32 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
|  Skytrial the dwarven lantern (Corpses) Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +31 (+10 eff.) Armour: +8 Changes stats: +9 Con Changes resistances: +15% blight / +27% lightning Changes damage: +15% light Critical mult.: +15.00% Physical save: +12 (+4 eff.) Life regen: +16.00 Light radius: +5 Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Stokeravage (Misfortune) Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Physical power: +15 (+5 eff.) Changes stats: +8 Con Changes resistances: +12% mind / +12% fire Changes resistances penetration: +20% physical Changes damage: +24% mind Physical save: +15 (+5 eff.) Stamina each turn: +3.88 Maximum stamina: +38.77 Light radius: +5 Infravision radius: +4 Healing mod.: +30% Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Umbraphage (Madness) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Madness It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 853.77 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
|  alchemist's lamp 'Brodikalthorin' (Misfortune) Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +30 (+5 eff.) Changes resistances: +4% physical Reduces incoming crit damage: 15.00% Blindness immunity: +20% Cut immunity: +20% Disarm immunity: +20% Only die when reaching: -60.00 life Maximum life: +57.00 Light radius: +4 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  This item will automatically be transmogrified when you leave the level. survivor's dwarven lantern of the zealot (Shrouds) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Light radius: +5 Healing mod.: +30% Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| Miniature R2D2Miniature R2D2 Powered 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 50 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. | 
|  Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 6.5 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  Eye of the Dreaming One (Misfortune) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 33 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Crystal Heart Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Prothotipe's Prismatic Eye Powered 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 Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Runed Skull Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  48 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  4 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  3 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 422.06 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
| amazing fiery salve [power 47]amazing fiery salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 206% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (47% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| amazing frost salve [power 47]amazing frost salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 206% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (47% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| amazing healing salve [power 675]amazing healing salve [power 675] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 206% efficiency and 55% cooldown modifier. It can be used to heal 675 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| amazing pain suppressor salve [power 591]amazing pain suppressor salve [power 591] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 206% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -591 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| amazing unstoppable force salve [power 187]amazing unstoppable force salve [power 187] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 206% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 187 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. | 
| amazing water salve [power 47]amazing water salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 206% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (47% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  dwarven steel crystal edge Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite grip Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun deflection field Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+1 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun spike attachment Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made focus lens Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! | 
|  It Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. | 
|  Khelylin the stralite torque of mindblast [power 365]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +12% nature Changes damage: +18% acid Critical mult.: +15.00% Reduces incoming crit damage: 15.15% Physical save: +18 (+6 eff.) Knockback immunity: +20% It can be used to blast the opponent's mind dealing 558 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  Veleba the dwarven-steel torque of clear mind (Madness) [power 3]  (32 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% blight Changes resistances penetration: +15% blight It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 32 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  overpowered voratun torque of gale force [power 720]  (21 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 19 spaces and dealing 1087 physical damage Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. | 
|  stralite torque of psionic shield 'Tempestterror' (Madness) [power 131]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +24% lightning / +15% fire / +5% arcane Changes resistances penetration: +5% arcane Critical mult.: +15.00% Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mental crit. chance: +4% It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. | 
|  This item will automatically be transmogrified when you leave the level. Gunylar the Blindbreak [power 536] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +7 Dex / +5 Mag / +3 Wil / +8 Con Changes resistances: +18% darkness / +18% fire Changes damage: +9% mind Maximum psi: +40.00 Infravision radius: +4 It can be used to heal yourself and all friendly characters within 10 spaces for 536 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  The Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 86% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
|  dragonbone totem of healing 'Mayirabeth' [power 524]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% temporal Critical mult.: +25.00% Reduces incoming crit damage: 15.00% Spell save: +21 (+7 eff.) Mana each turn: +0.08 Spellpower: +40 (+14 eff.) Light radius: +4 Infravision radius: +3 See invisible: +24 It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  supercharged dragonbone totem of healing [power 608]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 608 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
|  dragonbone wand of shielding 'Radiancewreck' [power 560]  (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +6 Cun Changes resistances penetration: +25% mind Critical mult.: +10.00% Mental save: +15 (+3 eff.) Psi when hit: +0.08 Mindpower: +20 (+3 eff.) Mental crit. chance: +3% Light radius: +3 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  6 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  18 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
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 View From The Gallery (Insane (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.
			A View From The Gallery (Insane (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By Shadows Over Innsmouth the Cornac Doomed level 50
65th Haze 124th year of Ascendancy at 01:15 see stats
 A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Shadows Over Innsmouth the Cornac Doomed level 39
54th Regrowth 123rd year of Ascendancy at 02:53 see stats
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Shadows Over Innsmouth the Cornac Doomed level 50
68th Regrowth 125th year of Ascendancy at 22:44 see stats
 Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Shadows Over Innsmouth the Cornac Doomed level 39
52nd Regrowth 123rd year of Ascendancy at 04:05 see stats
 Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.By Shadows Over Innsmouth the Cornac Doomed level 50
18th Pyre 124th year of Ascendancy at 04:20 see stats
 Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Shadows Over Innsmouth the Cornac Doomed level 50
20th Pyre 124th year of Ascendancy at 21:02 see stats
 Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Shadows Over Innsmouth the Cornac Doomed level 50
61st Pyre 124th year of Ascendancy at 01:38 see stats
 Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Shadows Over Innsmouth the Cornac Doomed level 43
3rd Mirth 123rd year of Ascendancy at 17:27 see stats
 Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Shadows Over Innsmouth the Cornac Doomed level 19
71st Dusk 122nd year of Ascendancy at 13:37 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Shadows Over Innsmouth the Cornac Doomed level 10
2nd Dusk 122nd year of Ascendancy at 20:34 see stats
 Destroyer of the creation (Insane (Roguelike) difficulty)
			Killed Slasul.
			Destroyer of the creation (Insane (Roguelike) difficulty)
			Killed Slasul.By Shadows Over Innsmouth the Cornac Doomed level 50
29th Pyre 124th year of Ascendancy at 03:31 see stats
 Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Shadows Over Innsmouth the Cornac Doomed level 42
79th Pyre 123rd year of Ascendancy at 01:26 see stats
 Dethroned (Insane (Roguelike) difficulty)
			Vanquished the Glass Golem without letting it use the glass throne to heal.
			Dethroned (Insane (Roguelike) difficulty)
			Vanquished the Glass Golem without letting it use the glass throne to heal.By Shadows Over Innsmouth the Cornac Doomed level 50
16th Regrowth 125th year of Ascendancy at 00:08 see stats
 Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Shadows Over Innsmouth the Cornac Doomed level 38
50th Regrowth 123rd year of Ascendancy at 21:13 see stats
 Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Shadows Over Innsmouth the Cornac Doomed level 50
66th Pyre 125th year of Ascendancy at 16:31 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Shadows Over Innsmouth the Cornac Doomed level 24
63rd Haze 122nd year of Ascendancy at 20:04 see stats
 Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Shadows Over Innsmouth the Cornac Doomed level 36
36th Regrowth 123rd year of Ascendancy at 16:24 see stats
 Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Shadows Over Innsmouth the Cornac Doomed level 35
27th Regrowth 123rd year of Ascendancy at 18:33 see stats
 Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Shadows Over Innsmouth the Cornac Doomed level 50
1st Time of Balance 125th year of Ascendancy at 03:32 see stats
 Flooder (Insane (Roguelike) difficulty)
			Defeated Ukllmswwik while doing his own quest.
			Flooder (Insane (Roguelike) difficulty)
			Defeated Ukllmswwik while doing his own quest.By Shadows Over Innsmouth the Cornac Doomed level 50
29th Pyre 124th year of Ascendancy at 12:17 see stats
 Gem of the Moon (Insane (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Insane (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.By Shadows Over Innsmouth the Cornac Doomed level 50
58th Regrowth 125th year of Ascendancy at 06:28 see stats
 Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shadows Over Innsmouth the Cornac Doomed level 27
69th Haze 122nd year of Ascendancy at 08:56 see stats
 I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Shadows Over Innsmouth the Cornac Doomed level 50
20th Pyre 124th year of Ascendancy at 22:57 see stats
 Invasion from the Depths (Insane (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Insane (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.By Shadows Over Innsmouth the Cornac Doomed level 50
68th Haze 124th year of Ascendancy at 02:50 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Shadows Over Innsmouth the Cornac Doomed level 10
2nd Dusk 122nd year of Ascendancy at 20:33 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Shadows Over Innsmouth the Cornac Doomed level 20
72nd Dusk 122nd year of Ascendancy at 12:25 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Shadows Over Innsmouth the Cornac Doomed level 30
3rd Regrowth 123rd year of Ascendancy at 06:22 see stats
 Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Shadows Over Innsmouth the Cornac Doomed level 40
73rd Regrowth 123rd year of Ascendancy at 06:00 see stats
 Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Shadows Over Innsmouth the Cornac Doomed level 50
57th Haze 123rd year of Ascendancy at 11:10 see stats
 May the 4th be with you!
			.
			May the 4th be with you!
			.By Shadows Over Innsmouth the Cornac Doomed level 16
43rd Dusk 122nd year of Ascendancy at 12:34 see stats
 Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Shadows Over Innsmouth the Cornac Doomed level 50
68th Regrowth 125th year of Ascendancy at 12:50 see stats
 Overpowered! (Insane (Roguelike) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Insane (Roguelike) difficulty)
			Did over 6000 damage in one attack.By Shadows Over Innsmouth the Cornac Doomed level 50
72nd Haze 124th year of Ascendancy at 22:02 see stats
 Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Shadows Over Innsmouth the Cornac Doomed level 23
19th Haze 122nd year of Ascendancy at 00:48 see stats
 Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Shadows Over Innsmouth the Cornac Doomed level 50
31st Dusk 124th year of Ascendancy at 18:54 see stats
 Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Shadows Over Innsmouth the Cornac Doomed level 50
47th Pyre 124th year of Ascendancy at 11:55 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Shadows Over Innsmouth the Cornac Doomed level 29
3rd Regrowth 123rd year of Ascendancy at 04:22 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Shadows Over Innsmouth the Cornac Doomed level 21
74th Dusk 122nd year of Ascendancy at 00:35 see stats
 Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Shadows Over Innsmouth the Cornac Doomed level 42
79th Pyre 123rd year of Ascendancy at 13:28 see stats
 Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Shadows Over Innsmouth the Cornac Doomed level 50
66th Pyre 125th year of Ascendancy at 16:31 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Shadows Over Innsmouth the Cornac Doomed level 10
11st Dusk 122nd year of Ascendancy at 04:45 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Shadows Over Innsmouth the Cornac Doomed level 50
1st Dusk 124th year of Ascendancy at 04:44 see stats
 The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By Shadows Over Innsmouth the Cornac Doomed level 50
66th Pyre 125th year of Ascendancy at 16:31 see stats
 The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Shadows Over Innsmouth the Cornac Doomed level 36
46th Regrowth 123rd year of Ascendancy at 17:45 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Shadows Over Innsmouth the Cornac Doomed level 10
12nd Dusk 122nd year of Ascendancy at 15:26 see stats
 There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Shadows Over Innsmouth the Cornac Doomed level 45
7th Dusk 123rd year of Ascendancy at 08:55 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Shadows Over Innsmouth the Cornac Doomed level 29
1st Regrowth 123rd year of Ascendancy at 22:33 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Shadows Over Innsmouth the Cornac Doomed level 17
51st Dusk 122nd year of Ascendancy at 21:48 see stats
 Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Shadows Over Innsmouth the Cornac Doomed level 38
50th Regrowth 123rd year of Ascendancy at 22:09 see stats
 You were not supposed to see that! (Insane (Roguelike) difficulty)
			Read a Forbidden Tome.
			You were not supposed to see that! (Insane (Roguelike) difficulty)
			Read a Forbidden Tome.By Shadows Over Innsmouth the Cornac Doomed level 50
14th Regrowth 125th year of Ascendancy at 12:25 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadows Over Innsmouth picks up (6.): schematic: Rocket Boots.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Ran for 2 turns (stop reason: interesting terrain).





































































