








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Bastion 1.5.10A complete rework for Bulwark. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Exploration | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Berserker | 
| Level / Exp | 50 / 3745% | 
| Size | medium | 
| Lifes / Deaths | Killed by Aradawen the whitehoof ghoul at level 34 on the 63rd Haze 122nd year of Ascendancy at 21:56/ 5 Killed by overpowered greater multi-hued wyrm at level 45 on the 71st Regrowth 123rd year of Ascendancy at 19:13 Killed by Bethadhena the dreadmaster at level 50 on the 58th Haze 123rd year of Ascendancy at 02:06 Killed by Elandar at level 50 on the 64th Haze 123rd year of Ascendancy at 23:20 Killed by onilug at level 50 on the 65th Haze 123rd year of Ascendancy at 03:16 | 
Primary Stats
| Strength | 73.647240231978 (base 62) | 
| Dexterity | 1 (base 31) | 
| Constitution | 75 (base 63) | 
| Magic | 15 (base 9) | 
| Willpower | 45 (base 26) | 
| Cunning | 89 (base 60) | 
Resources
| Life | -763/2467 | 
| Stamina | 61/274 | 
| Healing Factor | 1.3995578233781 | 
| Regeneration | 31.851247112623 | 
Speed
| Mental | +36.063789432535% | 
| Attack | 0% | 
| Movement | +46.063789432535% | 
| Spell | 0% | 
| Global | +134.5052524396% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 5 | 
| See Stealth | 67.840619376272 | 
| See Invisible | 72.840619376272 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine, dragon | 
Offense: Mainhand
| Damage | 172 | 
| Accuracy | 70 | 
| Crit Chance | 103% | 
| APR | 91 | 
| Speed | 0.73 | 
Offense: Spell
| Spellpower | 30 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 45 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +33% | 
| Nature | +11% | 
| Blight | +18% | 
| Arcane | +21% | 
| Cold | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +71% | 
| Physical | +97% | 
| Arcane | +66% | 
| Mind | +106% | 
| All | +51% | 
Defense: Base
| Armour (hardiness) | 18.468690252088 (89.749889547741%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 42 | 
| Physical Save | 69 | 
| Spell Save | 39 | 
| Mental Save | 66 | 
Defense: Resistances
| Acid | + 16%( 70%) | 
| Blight | -40%( 70%) | 
| Physical | -49%( 70%) | 
| Cold | + 2%( 70%) | 
| All | -75%( 70%) | 
| Lightning | + 21%( 70%) | 
| Light | -13%( 70%) | 
| Temporal | -17%( 70%) | 
| Mind | -21%( 70%) | 
| Darkness | -40%( 70%) | 
| Fire | + 16%( 70%) | 
| Nature | -42%( 70%) | 
Defense: Immunities
| Stun Resistance | 40% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 40% | 
| Disarm Resistance | 100% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 20% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 28% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 21 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 418 damage for 5 turns. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 21 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 105 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 Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 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 22 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 Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 22 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 463 damage for 6 turns. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
Class Talents
| Technique / Two-handed assault | 1.40 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Technique / Warcries | 1.40 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Berserker's strength | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Bloodthirst | 1.40 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Daunting Presence | 
| talent | Berserker Rage | 
| talent | Precise Strikes | 
| talent | Chant of Fortitude | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+7 cooldowns).Runic Saturation | 
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 22.51, and stamina regeneration by 4.50.Bloodbath | 
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+16).Continuum Destabilization | 
| beneficial effect | Increases stamina regeneration by 24, movement and attack speed by 36%.Relentless Fury | 
| beneficial effect | The target's accuracy is improved by 119.Perfect Accuracy | 
| detrimental effect | The target has been splashed with acid, taking 68.40 acid damage per turn, reducing armour by 93 and attack by 81.Acid Splash | 
| detrimental effect | The target is infected by a disease, reducing its dexterity by 77 and doing 107.62 blight damage per turn.Decrepitude Disease | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| detrimental effect | The target is cursed, reducing all resistances by 70%.Curse of Vulnerability | 
| beneficial effect | Increases global action speed by 35%.Speed | 
| detrimental effect | The target is infected by a disease, reducing its strength by 32 and doing 109.12 blight damage per turn.Weakness Disease | 
| detrimental effect | The target is infected by a disease, reducing its strength, constitution, dexterity by 22 and doing 21.60 blight damage per turn.Woeful Disease | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair.Escort: lost sun paladin (level 3 of Norgos Lair) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire.Escort: lost tinker (level 3 of Trollmire) As a reward you improved talent Last Engineer Standing (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Daikara.Escort: lost warrior (level 1 of Daikara) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell.Escort: lost warrior (level 1 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell.Escort: lost warrior (level 7 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Daikara.Escort: repented thief (level 2 of Daikara) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) 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 Shardskin. * 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 | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4676. | 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 | 
| Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow...The Impossible Castle * You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation * You have sided with Ukllmswwik and killed Slasul. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 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 | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Boots of the Hunter (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 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +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. 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 20 power out of 14/32. 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. | 
| Light source |  Litebrite Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Changes stats: +7 Wil Changes resistances: +9% nature / +9% temporal Changes damage: +9% blight Critical mult.: +16.00% Spell save: +6 (+2 eff.) Blindness immunity: +40% Disease immunity: +10% Confusion immunity: +30% Teleport immunity: +20% Maximum life: +159.00 Light radius: +11 See stealth: +25 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Dragonskull Helm (0 def, 20 armour) Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. | 
| Tool |  Lightningpain [power 121]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Defense: +31 (+10 eff.) Damage when hit (Melee): 10 lightning Changes resistances: +20% light Changes resistances penetration: +20% lightning / +25% physical Stamina each turn: +3.06 It can be used to setup a psionic shield, reducing all damage taken by 121 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Toridin =Armor + Phys Dam= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +16 Changes stats: +3 Dex / +7 Con Changes resistances penetration: +15% mind Changes damage: +12% physical Critical mult.: +10.00% Physical save: +14 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight / 6 fire Changes resistances: +22% acid / +16% lightning / +23% cold / +6% mind / +37% fire Changes resistances penetration: +20% mind Mental save: +9 (+2 eff.) Disarm immunity: +44% Confusion immunity: +41% Pinning immunity: +44% Knockback immunity: +28% Maximum life: +42.00 Can be unequipped or rerolled. 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? | 
| Around waist |  Nerann =Crit + Stam Regen Belt= Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Defense: +25 (+9 eff.) Changes stats: +5 Dex / +3 Con Changes resistances penetration: +15% arcane Changes damage: +21% arcane Critical mult.: +21.00% Stamina each turn: +3.00 A belt that goes around your waist. | 
| In main hand |  Critmaster (59-88 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 temporal Damage (radius 2) on crit: +20 cold When wielded/worn: Accuracy: +69 (+15 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +21 (+4 eff.) Changes stats: +16 Str / +2 Dex / +8 Cun Changes resistances: +24% temporal / +6% cold Changes resistances penetration: +21% all Changes damage: +21% physical / +6% cold See invisible: +6 Massive two-handed battleaxes. | 
| On hands |  Iron Grip (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 nature Changes stats: +10 Str / +8 Dex / +6 Wil / +5 Cun / +11 Con Changes resistances: +10% nature Changes resistances penetration: +20% mind Changes damage: +11% nature / +9% blight Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +39 (+10 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +98% Spellpower: +20 (+10 eff.) See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 11 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. | 
| Cloak |  Airblast (3 def, 0 armour) =Crit + Penetration Cloak= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Physical crit. chance: +8.0% Defense: +3 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +10 Dex Changes resistances: +24% lightning Changes resistances penetration: +20% physical Critical mult.: +56.15% Stealth bonus: +15 Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +4.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Garkul's Teeth 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 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 44/48) : Effective talent level: 5.6 Power cost: 6 out of 44/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 470.67 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. | 
Inventory
|  regeneration infusion of the warrior (heal 629; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. 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 psychic (res 33%; mental, 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 mental and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Rune of the Rift (330.00 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 330.00 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. | 
|  blink rune (range 5; phase 10; 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: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. 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 duelist (range 4; phase 11; cd 14) 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: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the titan (range 8; phase 28; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution 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 warrior (range 9; phase 29; 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: 9 Cooldown: 23 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 29%, your defense is increased by 29 and all your resistances by 29%. 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. | 
|  shatter afflictions rune (absorb 76; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 64; 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: 19 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 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 29; 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: 19 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 29 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the duelist (absorb 30; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 30 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the sneak (absorb 109; 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: 19 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 109 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 titan (absorb 112; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 112 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 Constitution 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 (absorb 387; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 387 damage for 5 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 duelist (absorb 188; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 188 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the sneak (absorb 361; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 361 damage for 3 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. | 
|  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! | 
|  Taint of Purging (5 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. | 
|  Aerunor the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% lightning / +26% temporal / +15% mind / +9% darkness Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Silence immunity: +20% Pinning immunity: +44% Knockback immunity: +33% Healing mod.: +15% Amulets make your neck look great! | 
|  Anindil =Light/Fire/Mind/Dark Res= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 8 acid Changes resistances: +3% acid / +2% physical / +21% light / +15% fire / +15% mind / +21% darkness Physical save: +9 (+2 eff.) Blindness immunity: +33% Amulets make your neck look great! | 
|  Ariroruigrim the steel amulet =Stats + Movespeed Neck= Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Defense: +10 (+4 eff.) Fatigue: -6% Changes stats: +12 Dex / +5 Cun / +10 Con Critical mult.: +15.00% Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! | 
|  Belolrana the Strikestake Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +5 Mag Changes resistances penetration: +25% temporal Changes damage: +24% lightning / +8% temporal / +8% light / +8% darkness / +8% physical Spellpower: +6 (+4 eff.) Spell crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! | 
|  Elamira the Nimbusnight =Crit Neck + Misc= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +5.0% Armour: +4 Changes stats: +3 Str / +4 Con Changes resistances: +4% physical Changes damage: +12% lightning / +12% physical Physical save: +11 (+3 eff.) Life regen: +6.00 Maximum life: +42.00 Amulets make your neck look great! | 
|  Eremeyagorn Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +20 Dex / +2 Wil / +9 Cun / +10 Con Changes resistances: +6% nature / +3% physical Changes damage: +3% physical Physical save: +25 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +25 (+6 eff.) Life regen: +3.00 Stamina each turn: +1.50 Maximum life: +60.00 Maximum stamina: +38.77 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! | 
|  Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. | 
|  Frost Lord's Chain 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 (+7 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. | 
|  Magmabane the gold amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 23% * 11% chance to blind Damage when hit (Melee): 8 acid Changes resistances: +21% fire / +12% temporal Changes resistances penetration: +15% acid / +20% fire Changes damage: +6% acid / +10% light / +10% darkness Amulets make your neck look great! | 
|  Oozeward the gold amulet =Phys Pen Neck= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Physical crit. chance: +7.0% Defense: +25 (+9 eff.) Damage when hit (Melee): 6 nature Changes stats: +5 Con Changes resistances penetration: +15% nature / +25% physical Changes damage: +15% nature Physical save: +11 (+3 eff.) Life regen: +6.00 Maximum life: +60.00 Amulets make your neck look great! | 
|  Pendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+5 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. | 
|  Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  Sunpower the stralite amulet =Conf Neck= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +22% mind / +6% fire Changes resistances penetration: +20% arcane Confusion immunity: +40% Maximum mana: +80.00 Maximum vim: +50.00 Spellpower: +20 (+10 eff.) Damage Shield penetration: +30% Amulets make your neck look great! | 
|  Unflinching Eye 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. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 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 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  Xereyama the Frozenoozer =Cut immunity= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +6% physical / +12% cold Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Cut immunity: +80% Only die when reaching: -80.00 life Maximum life: +60.00 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 254 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  Yaridin the Puskiss =Slow Proc Neck= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances: +13% cold / +12% fire Changes damage: +6% nature Critical mult.: +15.00% Physical save: +3 (+1 eff.) Maximum stamina: +10.00 Amulets make your neck look great! | 
|  Zemekkys' Broken Hourglass =Temporal Resist= Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 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. | 
|  gold amulet 'Blindarc' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 7% chance to blind * 6% chance to reduce damage dealt by 23% Changes resistances: +3% darkness Changes damage: +5% light / +27% darkness Talent masteries: +0.18 Technique / Conditioning +0.18 Technique / Berserker's strength Physical save: +13 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+3 eff.) Amulets make your neck look great! | 
|  steel amulet 'Ce'Nora' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +25 (+5 eff.) Defense: +10 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 8 blight Changes stats: +2 Mag Changes damage: +12% mind Physical save: +12 (+3 eff.) Life regen: +3.00 Mana each turn: +0.16 Amulets make your neck look great! | 
|  vitalizing voratun amulet of mastery (0.37 Technique / Conditioning) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Talent mastery: +0.37 Technique / Conditioning Physical save: +20 (+5 eff.) Life regen: +4.00 Maximum life: +49.00 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 6 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. | 
|  Amahek =Armor Ring= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +14 Changes stats: +7 Str / +4 Dex Changes resistances: +12% fire / +15% light / +6% darkness Confusion immunity: +20% Stun/Freeze immunity: +20% Rings make your fingers look great! | 
|  Darkpeal the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +18% darkness Changes resistances penetration: +25% darkness / +15% arcane Changes damage: +9% arcane Disarm immunity: +33% Pinning immunity: +34% Knockback immunity: +38% Maximum life: +31.00 Rings make your fingers look great! | 
|  Eilinyba the Icetickler =Blight + Disease Resist= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +25 (+9 eff.) Changes resistances: +21% blight / +32% nature / +12% mind Changes damage: +16% nature / +9% cold Mental save: +18 (+4 eff.) Disease immunity: +22% Healing mod.: +20% Rings make your fingers look great! | 
|  Elemental Fury 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. This ring shines with many colors. | 
|  Exiler 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: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+6 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 62.80 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 20 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. | 
|  Falemagund =HP Ring= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +3% mind / +12% light Disease immunity: +10% Pinning immunity: +20% Life regen: +7.00 Maximum life: +63.00 Healing mod.: +11% Rings make your fingers look great! | 
|  Flashquarry =Stun Resist= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Dex / +3 Mag Changes resistances: +27% fire Reduces incoming crit damage: 15.00% Mental save: +19 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +8.00 Infravision radius: +3 See invisible: +9 Rings make your fingers look great! | 
|  Glory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. | 
|  Gorusta the Sparkmire =Stun Resist Ring= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Changes resistances: +6% physical Changes resistances penetration: +25% light Changes damage: +30% lightning Stun/Freeze immunity: +31% Life regen: +5.00 Rings make your fingers look great! | 
|  Govea the steel ring =Phys Pen/Crit Ring= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Dex / +4 Mag / +6 Con Changes resistances penetration: +10% physical Spell save: +8 (+3 eff.) Rings make your fingers look great! | 
|  Layetira the stralite ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 20 light Changes stats: +5 Mag / +7 Wil Changes resistances: +21% acid / +9% temporal Changes damage: +14% light Mental save: +14 (+3 eff.) Blindness immunity: +28% Infravision radius: +5 See stealth: +21 See invisible: +17 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! | 
|  Manimarab the stralite ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +6% lightning / +9% light / +10% blight / +10% nature / +5% arcane Reduces incoming crit damage: 5.00% Mental save: +6 (+1 eff.) Poison immunity: +21% Disease immunity: +25% Disarm immunity: +32% Pinning immunity: +31% Stun/Freeze immunity: +20% Knockback immunity: +37% Maximum life: +36.00 Rings make your fingers look great! | 
|  Mnemonic 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 (+4 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. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
|  Nightwell =Dark Resist= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 8 darkness Changes resistances: +30% acid / +9% nature / +15% darkness Changes resistances penetration: +15% acid / +26% darkness / +10% nature Maximum encumbrance: +36 Rings make your fingers look great! | 
|  Rhatoregostir the voratun ring =Acid/Cold/Nature Resist= Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Changes stats: +4 Con Changes resistances: +36% acid / +36% cold / +40% nature Changes damage: +18% acid / +18% cold / +20% nature Critical mult.: +10.00% Rings make your fingers look great! | 
|  Ring of the War Master 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 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  Stormmarrow the voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +40% light / +24% lightning Changes resistances penetration: +32% darkness / +32% lightning Changes damage: +20% light / +15% cold Mana each turn: +0.24 Spellpower: +39 (+16 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings make your fingers look great! | 
|  Torchransom =Stats + Darkness Resist= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +12 Str / +7 Dex / +4 Wil / +6 Con Changes resistances: +40% darkness / +24% fire Changes damage: +36% fire / +20% darkness / +12% arcane Spell save: +12 (+4 eff.) Mana each turn: +0.24 Rings make your fingers look great! | 
|  Writhing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  Xanegalle Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +7 Str Changes damage: +12% physical Critical mult.: +15.00% Physical save: +15 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+4 eff.) Maximum stamina: +30.00 Mindpower: +25 (+9 eff.) Rings make your fingers look great! | 
|  Xuwen the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +5 Dex / +3 Mag Changes resistances: +9% nature / +15% fire Spell save: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 78% 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! | 
|  copper ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 6 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  mule's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great! | 
|  painweaver's voratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +17 (+3 eff.) Defense: +13 (+5 eff.) Changes damage: +8% all Spellpower: +20 (+10 eff.) Mindpower: +16 (+6 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 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 35% for 5 turns. Rings make your fingers look great! | 
|  sneakthief's gold ring of arcana (+0.22/turn) =Mana Regen Ring= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +7 Dex Silence immunity: +31% Mana each turn: +0.22 Rings make your fingers look great! | 
|  sneakthief's gold ring of speed =MOVESPEED RING= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Cun / +7 Dex Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 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 35% for 5 turns. Rings make your fingers look great! | 
|  solipsist's gold ring of fire (+26%) =Stat Requirement Ring= Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +26% fire Changes damage: +13% fire Mindpower: +6 (+2 eff.) Rings make your fingers look great! | 
|  solipsist's gold ring of life =Life Regen Ring= Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +7.00 Maximum life: +40.00 Mindpower: +9 (+3 eff.) Healing mod.: +10% Rings make your fingers look great! | 
|  solipsist's voratun ring of warding =Resist Ring= Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +30% acid / +30% fire / +29% cold / +27% lightning Mindpower: +12 (+4 eff.) Rings make your fingers look great! | 
|  steel ring 'Gleamstun' =Armor strip + Stun Resist= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 2 acid Changes resistances: +15% blight Changes resistances penetration: +5% acid / +25% light Changes damage: +6% light Stun/Freeze immunity: +32% Life regen: +4.00 Rings make your fingers look great! | 
|  steel ring of misery =Mortal Strike Ring= Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 28 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 28 Damage (Ranged): 5 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
|  stralite ring 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! | 
|  stralite ring 'Bleakblur' =Survival Ring= Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +2 Str / +7 Wil / +7 Cun Changes resistances: +15% temporal Changes damage: +21% arcane Confusion immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Mindpower: +13 (+5 eff.) Healing mod.: +15% Rings make your fingers look great! | 
|  voratun ring 'Eilinikira' =Confusion Resist Ring= Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +25 (+9 eff.) Changes stats: +10 Dex / +8 Mag / +17 Cun Changes resistances: +9% acid Changes damage: +6% physical Reduces incoming crit damage: 15.00% Mental save: +14 (+3 eff.) Disease immunity: +10% Confusion immunity: +50% Spellpower: +13 (+7 eff.) Rings make your fingers look great! | 
|  voratun ring 'Frozenshaper' =Confusion Resist= Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +20 (+4 eff.) Changes stats: +10 Dex / +3 Wil / +15 Cun Changes resistances: +6% cold Changes damage: +9% mind / +7% all Mental save: +14 (+3 eff.) Confusion immunity: +42% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Spellpower: +13 (+7 eff.) Mindpower: +18 (+6 eff.) Rings make your fingers look great! | 
|  voratun ring 'Hellsgore' =Stun + Slow Proc= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 55% Damage when hit (Melee): 10 fire Changes resistances: +21% nature Changes resistances penetration: +10% fire Changes damage: +9% nature / +9% fire Stun/Freeze immunity: +50% Life regen: +9.00 Light radius: +3 Rings make your fingers look great! | 
|  warrior's steel ring of life =Survival Ring= Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +9.00 Maximum life: +52.00 Healing mod.: +12% Rings make your fingers look great! | 
|  Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. | 
|  Khulmanar's Wrath (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 Mastery: Weapons Mastery 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. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 138.31 fire damage, and flames will be left dealing a further 32.10 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. | 
|  Penetration (56-85 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +41 cold Damage (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +58 (+12 eff.) Armour penetration: +42 Damage when hit (Melee): 6 nature Changes stats: +16 Wil / +16 Mag Changes resistances: +6% arcane / +12% darkness Changes resistances penetration: +20% physical / +15% nature / +21% all Changes damage: +6% arcane Spellpower: +19 (+10 eff.) Massive two-handed battleaxes. | 
|  Runspeed (78-118 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 17 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 2) on crit: +63 lightning / +62 cold When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +21 Changes resistances: +6% blight / +9% fire Changes resistances penetration: +30% lightning / +20% darkness / +15% blight / +35% cold / +21% all Changes damage: +6% blight Movement speed: +70% Massive two-handed battleaxes. | 
|  Ulfotodur (44-65 power, 3 apr) =Massive Crit= Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 17 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +21 blight When wielded/worn: Armour penetration: +19 Physical crit. chance: +38.0% Armour: +6 Critical mult.: +42.00% Disease immunity: +21% Cut immunity: +21% Maximum life: +40.00 Healing mod.: +10% Massive two-handed battleaxes. | 
|  Whatever (58-88 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 17 * 24% chance to reduce armor by 27% Damage (Melee): +28 blight / +37 cold Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +24 arcane When wielded/worn: Accuracy: +40 (+9 eff.) Defense: +19 (+7 eff.) Damage when hit (Melee): 4 arcane Changes stats: +12 Str Changes resistances: +6% arcane Changes damage: +12% acid / +21% physical Disease immunity: +36% Disarm immunity: +43% Massive two-handed battleaxes. | 
|  quick stralite battleaxe of evisceration (48-72 power, 3 apr) =Mortal Strike= Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +16.0% Physical power: +12 (+2 eff.) Changes stats: +2 Dex Combat speed: +10% Massive two-handed battleaxes. | 
|  stralite battleaxe 'Unriyanik' (58-88 power, 3 apr) =New Debuffer= Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 28 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +26 mind When wielded/worn: Changes stats: +3 Mag / +8 Wil / +9 Cun Spell save: +15 (+5 eff.) Massive two-handed battleaxes. | 
|  Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Str, 15% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 78.58 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
|  Slow (68-101 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 55% On weapon crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Damage (Melee): +21 nature Damage (radius 2) on crit: +59 lightning / +63 cold When wielded/worn: Accuracy: +34 (+8 eff.) Changes stats: +16 Str / +4 Mag / +4 Cun Changes resistances penetration: +20% lightning / +35% cold Changes damage: +21% physical Reduces incoming crit damage: 10.00% Infravision radius: +4 Movement speed: +38% Massive two-handed mauls. | 
|  Sunbreaker the dwarven-steel greatmaul (46-68 power, 2 apr) =Stam Regen= Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.5 - 68.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +10 blight When wielded/worn: Physical power: +30 (+6 eff.) Armour: +4 Damage when hit (Melee): 6 blight Changes damage: +12% light Disease immunity: +20% Stamina each turn: +3.00 Massive two-handed mauls. | 
|  The Black Maul (70-105 power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Technique / Two-handed assault +0.20 Corruption / Brutality Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." | 
|  Tundrawhisper (84-127 power, 4 apr) =Raw Damage= Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.5 - 126.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +126 fire When wielded/worn: Accuracy: +26 (+6 eff.) Effects on melee hit: * 21% chance to reduce armor by 27% Changes stats: +13 Str Changes resistances: +5% arcane / +3% light Changes resistances penetration: +27% fire / +5% cold Changes damage: +20% physical Global speed: +13% Massive two-handed mauls. | 
|  Borosk's Hate (60-96 power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. | 
|  Latafayn (68-109 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 6 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. | 
|  Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. | 
|  This item will automatically be transmogrified when you leave the level. mitotic living mindstar of frost (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 55% * 20% chance to reduce armor by 27% When wielded/worn: Armour: +20 Damage (Melee): 20 cold Changes resistances: +15% cold Changes resistances penetration: +20% cold Changes damage: +20% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 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. | 
|  Nithan's Force Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 10 power out of 16/16) : Effective talent level: 4.0 Power cost: 10 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... | 
|  Arura =Stats + Misc Belt= Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +16 Str / +5 Dex / +8 Wil / +7 Cun / +6 Con Changes resistances: +6% lightning Changes damage: +9% temporal Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Physical save: +27 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +19 (+4 eff.) Maximum life: +58.00 Size category: +1 A belt that goes around your waist. | 
|  Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 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 18% chance to evade melee and ranged attacks and 1 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. | 
|  Floeoozer =Armor + HP= Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Defense: +21 (+7 eff.) Changes resistances: +5% arcane / +6% blight Changes damage: +12% cold Stealth bonus: +6 Physical save: +15 (+4 eff.) Mental save: +12 (+3 eff.) Maximum life: +40.00 A belt that goes around your waist. | 
|  Hanemnir the drakeskin leather belt =Temporal Resist Belt= Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 8 temporal Changes stats: +6 Dex / +6 Cun / +5 Con Changes resistances: +12% cold / +14% fire / +12% temporal Changes resistances penetration: +15% acid / +10% temporal Mental save: +15 (+3 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +13% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. | 
|  Murkbolt =Life + Manaburn Belt= Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Wil Changes resistances: +6% acid / +3% temporal / +5% arcane / +3% fire Changes damage: +15% darkness Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Maximum life: +59.00 A belt that goes around your waist. | 
|  Neira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 137, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
|  balancing drakeskin leather belt of dampening =Crit + Resists= Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Cun / +6 Dex Changes resistances: +10% acid / +10% fire / +10% cold / +10% lightning Mental crit. chance: +15% A belt that goes around your waist. | 
|  ravager's drakeskin leather belt of recklessness =Phys Belt= Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes resistances penetration: +18% physical Changes damage: +24% physical Critical mult.: +11.00% A belt that goes around your waist. | 
|  Adelaith the Abyssrip (1 def, 0 armour) =Slow Proc Cloak= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +3 Cun / +2 Dex Changes resistances: +3% fire Changes damage: +3% fire Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  Destala's Scales (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. | 
|  Duvigonik the cashmere cloak (2 def, 8 armour) =HP + Armor Cloak= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +12% lightning / +3% temporal / +6% darkness Physical save: +10 (+2 eff.) Disarm immunity: +20% Teleport immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. | 
|  Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: -15% fire / +25% cold / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 127.20 cold damage and condensing the air into freezing vapors that deal 42.40 cold damage (based on Magic) each turn for 10 turns Activation costs 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. | 
|  Guise of the Hated (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 (+5 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 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). 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. | 
|  Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+10 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. | 
|  Runahek the cashmere cloak (16 def, 0 armour) =Resistances + Regen Cloak= Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +16 (+6 eff.) Changes resistances: +1% physical / +16% light / +13% blight / +14% fire / +16% nature / +3% darkness Stealth bonus: +8 Physical save: +9 (+2 eff.) Disease immunity: +20% Silence immunity: +20% Life regen: +5.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Smoldervile (3 def, 8 armour) =HP + Stam Regen Cloak= Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +8 Defense: +3 (+1 eff.) Changes resistances: +12% fire / +5% physical Changes resistances penetration: +20% fire Critical mult.: +10.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum life: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +10% lightning / +10% darkness / -30% arcane / +10% fire / +10% nature / +10% cold It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 30 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
|  cashmere cloak 'Nimbuskarma' (2 def, 0 armour) =Negative Life/Stun Resist= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% darkness / +5% arcane / +3% mind / +6% light Changes resistances penetration: +9% darkness Changes damage: +9% darkness / +3% lightning Stealth bonus: +17 Spell save: +6 (+2 eff.) Stun/Freeze immunity: +10% Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Deludegrim (0 def, 9 armour) =Solid Overall Boots= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +5 Str / +4 Dex / +5 Con Changes damage: +7% physical Physical save: +6 (+1 eff.) Confusion immunity: +20% Life regen: +4.00 Size category: +1 A pair of boots made of leather. | 
|  Durothel the pair of rough leather boots (10 def, 1 armour) =Stam Regen Boots= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +10 (+4 eff.) Changes stats: +2 Str / +3 Con Changes damage: +9% temporal Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Stamina each turn: +3.00 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 64% (based on Cunning) Activation costs 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Malodil (0 def, 9 armour) =Solid Overall Boots= Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +8.6% Physical power: +32 (+6 eff.) Armour: +9 Changes stats: +3 Str / +4 Dex Changes resistances: +11% lightning / +11% temporal Changes damage: +9% physical Critical mult.: +21.45% Maximum stamina: +32.17 A pair of boots made of leather. | 
|  Oleromidir (0 def, 3 armour) =CC Defense= Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Con Changes resistances: +8% lightning / +8% temporal Changes damage: +3% temporal Silence immunity: +21% Confusion immunity: +26% Stun/Freeze immunity: +31% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  Shoes of Moving Slowly (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 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+3 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. 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. | 
|  Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
|  Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  pair of drakeskin leather boots of void walking (0 def, 5 armour) =Abyss Resist= Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +25% darkness / +25% temporal Changes resistances penetration: +12% darkness / +13% temporal Defense after a teleport: +19 Resist all after a teleport: +16% New effects duration reduction after a teleport: +20% A pair of boots made of leather. | 
|  pair of hardened leather boots 'Bleakbane' (0 def, 3 armour) =Movespeed Boots= Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +3 Dex / +6 Cun / +3 Con Changes resistances: +3% darkness Changes damage: +12% lightning / +6% darkness Physical save: +14 (+3 eff.) Mental save: +13 (+3 eff.) Movement speed: +25% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 91% 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. A pair of boots made of leather. | 
|  Blindraptor (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce damage dealt by 23% Damage (Melee): 7 blight / 6 arcane Changes stats: +3 Wil / +5 Mag Changes resistances: +5% blight / +3% arcane / +12% darkness Changes damage: +6% arcane / +4% blight Mental save: +6 (+1 eff.) Maximum life: +46.00 Spellpower: +6 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. | 
|  Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 196.43 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. | 
|  Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. | 
|  Will of Ul'Gruth (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. | 
|  heroic hardened leather gloves of war-making (0 def, 7 armour) =Crit/HP Gloves= Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +7 Critical mult.: +5.00% Mental save: +7 (+1 eff.) Maximum life: +48.00 Spell crit. chance: +5% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  iron gauntlets 'Glittervengeance' (0 def, 1 armour) =Regen + Armor Pen Gloves= Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +1% physical Changes resistances penetration: +10% physical Changes damage: +15% light Life regen: +3.00 Stamina each turn: +0.60 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  restful voratun gauntlets of war-making (0 def, 3 armour) =Crit Gloves= Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Critical mult.: +11.00% Life regen: +7.00 Stamina each turn: +1.40 Maximum stamina: +27.00 Spell crit. chance: +18% Mental crit. chance: +17% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  stone warden's voratun gauntlets (0 def, 16 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +16 Armour Hardiness: +9% Fatigue: +5% Changes stats: +10 Con Changes resistances: +8% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Adimina (0 def, 4 armour) =Stats Hat= Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +12 Str / +7 Dex / +1 Mag / +4 Wil / +4 Cun / +7 Con Changes resistances penetration: +15% acid Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Mental save: +17 (+4 eff.) Light radius: +1 See invisible: +3 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.8 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 20 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Corrupted Gaze (4 def, 8 armour) =Blight Resist= Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. | 
|  Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +10 Wil / +10 Mag Changes resistances: +25% acid / +25% fire / +25% lightning / +25% cold Changes damage: +25% acid / +25% fire / +25% lightning / +25% cold Spellpower: +15 (+8 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. | 
|  Helm of Knowledge (0 def, 12 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 12 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. | 
|  Islyriarin the Cloudvein (5 def, 9 armour) =Slow Proc Hat= Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +2 Wil Changes resistances: +10% lightning / +8% temporal / +3% all Changes damage: +6% nature Physical save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) A cap made of leather. | 
|  Omniscience (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 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 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 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." | 
|  Urthyregotar the drakeskin leather cap (30 def, 19 armour) =Phys + Penetration= Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +19 Defense: +30 (+10 eff.) Fatigue: +5% Changes stats: +10 Cun / +3 Wil Changes resistances penetration: +33% blight / +15% physical / +15% temporal Changes damage: +9% physical Psi when hit: +0.28 Maximum stamina: +30.00 Mindpower: +46 (+15 eff.) A cap made of leather. | 
|  Yaldan Baoth (0 def, 10 armour) =Dark + Light Res Helm= 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. 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 24 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. | 
|  fearwoven cashmere wizard hat of the mountain (+8%) (2 def, 0 armour) =Physical Resist= Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% darkness / +25% physical Changes damage: +8% darkness / +21% physical Maximum hate: +8.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... | 
|  hardened leather cap 'Malohir' (0 def, 9 armour) =Stam Hat= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +4 Dex Changes resistances: +11% lightning / +10% temporal Changes resistances penetration: +10% arcane Changes damage: +6% temporal Critical mult.: +20.00% Stamina each turn: +3.00 Only die when reaching: -40.00 life A cap made of leather. | 
|  4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  1582 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 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  5 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 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. | 
|  7 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Growthvagrant the dwarven-steel pickaxe (dig speed 7 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +2 Str Changes resistances: +9% nature / +6% temporal Changes damage: +10% blight / +9% temporal / +9% nature Maximum life: +60.00 Maximum stamina: +44.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. It was corrupted by the digestive sack. | 
|  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: "Home, Horrific Home" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. | 
|  14 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. | 
|  12 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. | 
|  Amedorin the brass lantern =Neglife Lite= Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Changes resistances: +6% mind Changes resistances penetration: +5% mind Critical mult.: +5.00% Only die when reaching: -60.00 life Maximum stamina: +20.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Ce'Nudhelrath the alchemist's lamp =Penetration + HP Regen= Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +4 Con / +4 Wil Changes resistances: +10% blight / +5% arcane / +3% darkness Changes resistances penetration: +8% all Critical mult.: +10.00% Mental save: +8 (+2 eff.) Life regen: +6.00 Maximum psi: +20.00 Light radius: +5 See stealth: +11 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Eldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 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 (+7 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 3, doing 16.42 cold damage and 20.60 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. | 
|  Emelaravea the Growthquake =Slow Proc Lite= Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes damage: +18% nature / +15% cold Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Glilelaith =Blight + Blind Resist Lit= Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+5 eff.) Changes stats: +4 Str / +2 Dex Changes resistances: +15% blight Changes resistances penetration: +10% blight Changes damage: +3% blight Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +50% Confusion immunity: +29% Maximum life: +74.00 Light radius: +10 See stealth: +22 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Islogann Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +2 Str / +2 Mag / +3 Wil / +5 Cun / +13 Con Changes resistances penetration: +10% temporal Blindness immunity: +35% Confusion immunity: +22% Light radius: +9 See stealth: +14 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. | 
|  Ravenradiance the alchemist's lamp =Damage Reduction Proc Lit= Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 10 mind Changes damage: +21% darkness / +18% mind Blindness immunity: +33% Confusion immunity: +22% Mindpower: +10 (+4 eff.) Light radius: +12 Infravision radius: +2 See stealth: +12 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  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: +5% physical / +10% temporal Spellpower: +10 (+6 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 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 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 (+2 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 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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. | 
|  Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag 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 Con / +5 Mag 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. | 
|  Telos's Staff Crystal Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. | 
|  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. | 
|  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 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  47 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. | 
|  24 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. | 
|  37 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. | 
|  8 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Annulment (1/1) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Entropy (1/1) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 65% of the healing done. This effect scales with your Magic stat. Activation costs 45 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (3/3) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification 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. | 
|  Skyravager [power 2]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +6 Dex / +2 Mag / +4 Wil Changes resistances: +21% lightning Reduces incoming crit damage: 15.00% Light radius: +2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 81 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  Winterblack [power 125]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +27% lightning / +15% temporal / +12% cold Mental save: +12 (+3 eff.) Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 125 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  supercharged voratun torque of clear mind [power 5]  (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. | 
|  voratun torque of psionic shield 'Striketrencher' [power 173]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Wil Changes resistances: +3% lightning Changes damage: +9% lightning Reduces incoming crit damage: 20.00% Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. | 
|  Frostcut the yew totem of healing [power 230]  (9 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 27% Changes resistances: +9% acid Changes damage: +9% acid / +3% cold It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  5 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Bethaldatira the elven-wood wand of shielding [power 338]  (12 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Changes resistances: +2% physical Changes damage: +12% physical It can be used to create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+6 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 115.00 temporal and 115.00 darkness damage (based on Magic) Activation costs 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. | 
|  overpowered yew wand of shielding [power 458]  (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  36 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. | 
|  37 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  20 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. | 
|  12 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  13 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A View From The Gallery (Exploration mode)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.
			A View From The Gallery (Exploration mode)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By Spookerson the Skeleton Berserker level 23
6th Haze 122nd year of Ascendancy at 18:46 see stats
 A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.By Spookerson the Skeleton Berserker level 37
72nd Haze 122nd year of Ascendancy at 12:42 see stats
 A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Spookerson the Skeleton Berserker level 27
18th Haze 122nd year of Ascendancy at 08:56 see stats
 Against all odds (Exploration mode)
			Killed Ukruk in the ambush.
			Against all odds (Exploration mode)
			Killed Ukruk in the ambush.By Spookerson the Skeleton Berserker level 37
70th Haze 122nd year of Ascendancy at 22:59 see stats
 Arachnophobia (Exploration mode)
			Destroyed the spydric menace.
			Arachnophobia (Exploration mode)
			Destroyed the spydric menace.By Spookerson the Skeleton Berserker level 44
67th Regrowth 123rd year of Ascendancy at 03:07 see stats
 Are you out of your mind?! (Exploration mode)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Exploration mode)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Spookerson the Skeleton Berserker level 44
71st Regrowth 123rd year of Ascendancy at 19:01 see stats
 Back and there again (Exploration mode)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Exploration mode)
			Opened a portal to the Far East from Maj'Eyal.By Spookerson the Skeleton Berserker level 49
41st Pyre 123rd year of Ascendancy at 11:23 see stats
 Bookception! (Exploration mode)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".
			Bookception! (Exploration mode)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Spookerson the Skeleton Berserker level 50
28th Haze 123rd year of Ascendancy at 20:52 see stats
 Brave new world (Exploration mode)
			Went to the Far East and took part in the war.
			Brave new world (Exploration mode)
			Went to the Far East and took part in the war.By Spookerson the Skeleton Berserker level 42
63rd Regrowth 123rd year of Ascendancy at 11:33 see stats
 Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.
			Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.By Spookerson the Skeleton Berserker level 50
54th Haze 123rd year of Ascendancy at 16:42 see stats
 Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Spookerson the Skeleton Berserker level 14
13rd Dusk 122nd year of Ascendancy at 21:20 see stats
 Demonic Invasion (Exploration mode)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Exploration mode)
			Stopped a demonic invasion by closing their portal.By Spookerson the Skeleton Berserker level 50
19th Haze 123rd year of Ascendancy at 18:06 see stats
 Destroyer of the creation (Exploration mode)
			Killed Slasul.
			Destroyer of the creation (Exploration mode)
			Killed Slasul.By Spookerson the Skeleton Berserker level 50
32nd Dusk 123rd year of Ascendancy at 09:23 see stats
 Destroyer's bane (Exploration mode)
			Killed Golbug the Destroyer.
			Destroyer's bane (Exploration mode)
			Killed Golbug the Destroyer.By Spookerson the Skeleton Berserker level 41
7th Allure 123rd year of Ascendancy at 11:28 see stats
 Dethroned (Exploration mode)
			Vanquished the Glass Golem without letting it use the glass throne to heal.
			Dethroned (Exploration mode)
			Vanquished the Glass Golem without letting it use the glass throne to heal.By Spookerson the Skeleton Berserker level 34
64th Haze 122nd year of Ascendancy at 13:52 see stats
 Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.
			Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.By Spookerson the Skeleton Berserker level 32
57th Haze 122nd year of Ascendancy at 21:21 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Spookerson the Skeleton Berserker level 21
1st Haze 122nd year of Ascendancy at 13:46 see stats
 Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Spookerson the Skeleton Berserker level 27
21st Haze 122nd year of Ascendancy at 06:24 see stats
 Fear me not! (Exploration mode)
			Survived the Fearscape!
			Fear me not! (Exploration mode)
			Survived the Fearscape!By Spookerson the Skeleton Berserker level 20
70th Dusk 122nd year of Ascendancy at 11:06 see stats
 Fear of Fours (Exploration mode)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Exploration mode)
			Killed all four bosses of the Slime Tunnels.By Spookerson the Skeleton Berserker level 50
37th Haze 123rd year of Ascendancy at 04:15 see stats
 Gem of the Moon (Exploration mode)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Exploration mode)
			Completed the Master Jeweler quest with Limmir.By Spookerson the Skeleton Berserker level 50
78th Dusk 123rd year of Ascendancy at 00:54 see stats
 Guiding Hand (Exploration mode)
			Saved all escorted adventurers.
			Guiding Hand (Exploration mode)
			Saved all escorted adventurers.By Spookerson the Skeleton Berserker level 35
67th Haze 122nd year of Ascendancy at 08:41 see stats
 Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Spookerson the Skeleton Berserker level 27
18th Haze 122nd year of Ascendancy at 08:24 see stats
 I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
			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! (Exploration mode)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Spookerson the Skeleton Berserker level 46
71st Regrowth 123rd year of Ascendancy at 20:46 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Spookerson the Skeleton Berserker level 10
5th Flare 122nd year of Ascendancy at 14:32 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Spookerson the Skeleton Berserker level 20
42nd Dusk 122nd year of Ascendancy at 00:55 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Spookerson the Skeleton Berserker level 30
33rd Haze 122nd year of Ascendancy at 04:09 see stats
 Level 40 (Exploration mode)
			Got a character to level 40.
			Level 40 (Exploration mode)
			Got a character to level 40.By Spookerson the Skeleton Berserker level 40
9th Decay 122nd year of Ascendancy at 18:32 see stats
 Level 50 (Exploration mode)
			Got a character to level 50.
			Level 50 (Exploration mode)
			Got a character to level 50.By Spookerson the Skeleton Berserker level 50
6th Mirth 123rd year of Ascendancy at 20:30 see stats
 Myths of an age past (Exploration mode)
			Learned all there is to learn about the Gods and the Godslayers.
			Myths of an age past (Exploration mode)
			Learned all there is to learn about the Gods and the Godslayers.By Spookerson the Skeleton Berserker level 27
18th Haze 122nd year of Ascendancy at 08:56 see stats
 Orcrist (Exploration mode)
			Killed the leaders of the Orc Pride.
			Orcrist (Exploration mode)
			Killed the leaders of the Orc Pride.By Spookerson the Skeleton Berserker level 50
20th Haze 123rd year of Ascendancy at 16:25 see stats
 Race through fire (Exploration mode)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Exploration mode)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Spookerson the Skeleton Berserker level 50
50th Dusk 123rd year of Ascendancy at 23:58 see stats
 Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.By Spookerson the Skeleton Berserker level 21
71st Dusk 122nd year of Ascendancy at 07:17 see stats
 Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Spookerson the Skeleton Berserker level 40
10th Decay 122nd year of Ascendancy at 20:38 see stats
 Size is everything (Exploration mode)
			Did over 1500 damage in one attack.
			Size is everything (Exploration mode)
			Did over 1500 damage in one attack.By Spookerson the Skeleton Berserker level 38
6th Decay 122nd year of Ascendancy at 10:05 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Spookerson the Skeleton Berserker level 16
26th Dusk 122nd year of Ascendancy at 13:15 see stats
 Sliders (Exploration mode)
			Activated a portal using the Orb of Many Ways.
			Sliders (Exploration mode)
			Activated a portal using the Orb of Many Ways.By Spookerson the Skeleton Berserker level 42
59th Regrowth 123rd year of Ascendancy at 18:29 see stats
 Tactical master (Exploration mode)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Exploration mode)
			Fought the two Sorcerers without closing any invocation portals.By Spookerson the Skeleton Berserker level 50
65th Haze 123rd year of Ascendancy at 03:15 see stats
 Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.By Spookerson the Skeleton Berserker level 27
18th Haze 122nd year of Ascendancy at 08:56 see stats
 That was close (Exploration mode)
			Killed your target while having only 1 life left.
			That was close (Exploration mode)
			Killed your target while having only 1 life left.By Spookerson the Skeleton Berserker level 34
63rd Haze 122nd year of Ascendancy at 23:02 see stats
 The Arena (Exploration mode)
			Unlocked Arena mode.
			The Arena (Exploration mode)
			Unlocked Arena mode.By Spookerson the Skeleton Berserker level 9
7th Mirth 122nd year of Ascendancy at 14:10 see stats
 The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.By Spookerson the Skeleton Berserker level 27
18th Haze 122nd year of Ascendancy at 08:56 see stats
 The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.
			The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.By Spookerson the Skeleton Berserker level 50
40th Dusk 123rd year of Ascendancy at 02:32 see stats
 The secret city (Exploration mode)
			Discovered the truth about mages.
			The secret city (Exploration mode)
			Discovered the truth about mages.By Spookerson the Skeleton Berserker level 9
9th Mirth 122nd year of Ascendancy at 01:53 see stats
 The sky is falling! (Exploration mode)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Exploration mode)
			Saw a huge meteor falling from the sky.By Spookerson the Skeleton Berserker level 50
50th Dusk 123rd year of Ascendancy at 14:28 see stats
 There and back again (Exploration mode)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Exploration mode)
			Opened a portal to Maj'Eyal from the Far East.By Spookerson the Skeleton Berserker level 47
13rd Pyre 123rd year of Ascendancy at 08:01 see stats
 Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Spookerson the Skeleton Berserker level 24
9th Haze 122nd year of Ascendancy at 00:38 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Spookerson the Skeleton Berserker level 16
25th Dusk 122nd year of Ascendancy at 14:12 see stats
 Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.By Spookerson the Skeleton Berserker level 36
70th Haze 122nd year of Ascendancy at 10:18 see stats
 You were not supposed to see that! (Exploration mode)
			Read a Forbidden Tome.
			You were not supposed to see that! (Exploration mode)
			Read a Forbidden Tome.By Spookerson the Skeleton Berserker level 33
62nd Haze 122nd year of Ascendancy at 12:51 see stats
Log
Spookerson receives 719 healing from Unstoppable.
Bleeding from Spookerson hits Argoniel for 66 physical damage.
Deep Wound from Spookerson hits Argoniel for 190 physical damage.
Onilug casts Soul Rot.
Onilug's spell attains critical power!
Argoniel uses Infusion: Wild.
Argoniel is no longer influenced by martyrdom.
Argoniel is cured!
Argoniel lessens the pain.
Spookerson uses Blinding Speed.
Spookerson speeds up.
Spookerson uses Windblade.
Spookerson performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Exploration mode)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Spookerson performs a melee critical strike against High Sun Paladin Aeryn!
Your shield crumbles under the damage!
The shield around Spookerson crumbles.
High Sun Paladin Aeryn is cut deeply.
High Sun Paladin Aeryn is disarmed!
High Sun Paladin Aeryn damages herself through Martyrdom!
Shield of Light hits High Sun Paladin Aeryn for 17 healing, 17 healing, 17 healing, 17 healing (0 total damage) [68 healing].
Melee retaliation hits Spookerson for (11 absorbed), 0 acid, (55 absorbed), 0 light, (4 absorbed), 8 fire (8 total damage).
Spookerson hits Argoniel for 1015 physical damage.
Spookerson hits High Sun Paladin Aeryn for 4191 physical, 53 temporal, 22 nature, 3 fire (4269 total damage).
Spookerson killed Argoniel!
Spookerson activates Daunting Presence.
Berserker Rage's rage subsides!

















































