Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 | 
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Halfling | 
| Class | Rogue | 
| Level / Exp | 50 / 851% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded7 / 0 | 
Primary Stats
| Strength | 46 (base 23) | 
| Dexterity | 141 (base 64) | 
| Constitution | 82 (base 60) | 
| Magic | 45 (base 14) | 
| Willpower | 49 (base 20) | 
| Cunning | 150 (base 60) | 
Resources
| Life | 1567/1567 | 
| Stamina | 350/350 | 
| Equilibrium | 0 | 
| Healing Factor | 1.12 | 
| Regeneration | 7.2436526136635 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | -993 | 
| Infravision | 17 | 
| See Stealth | 12 | 
| See Invisible | 26 | 
| Stealth | 93.856992861043 | 
Offense: Mainhand
| Damage | 169 | 
| Accuracy | 88 | 
| Crit Chance | 82% | 
| APR | 40 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 129 | 
| Accuracy | 88 | 
| Crit Chance | 82% | 
| APR | 51 | 
| Speed | 0.90 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 58% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 54.433333333333 | 
| Crit Chance | 63% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | +7% | 
Defense: Base
| Armour (hardiness) | 40 (65%) | 
| Defense | 106.10460374705 | 
| Ranged Defense | 106.10460374705 | 
| Fatigue | 3 | 
| Physical Save | 63.39375 | 
| Spell Save | 59.158333333333 | 
| Mental Save | 62.85625 | 
Defense: Resistances
| All | + 22%( 70%) | 
Defense: Immunities
| Silence Resistance | 20% | 
| Disarm Resistance | 50% | 
| Knockback Resistance | 39% | 
| Confusion Resistance | 20% | 
| Stun Resistance | 100% | 
| Pinning Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 10% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 838% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 11 turns. While Heroism is active, you will only die when reaching -996 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 28% for 6 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 395 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. | 
Class Talents
| Cunning / Stealth | 1.60 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Cunning / Trapping | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Dual weapons | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Halfling | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| Technique / Acrobatics | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Stealth | 
| talent | Lacerating Strikes | 
| talent | Trained Reactions | 
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. | failed | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 1 of Daikara.Escort: injured seer (level 1 of Daikara) As a reward you improved talent Nature's Touch (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell.Escort: lone alchemist (level 4 of Dreadfell) As a reward you improved Dexterity by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair.Escort: lost anorithil (level 2 of Norgos Lair) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest.Escort: lost anorithil (level 3 of Old Forest) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.Escort: repented thief (level 4 of Old Forest) As a reward you improved Dexterity by +2. | done | 
| You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell.Escort: repented thief (level 5 of Dreadfell) As a reward you improved Dexterity by +2. | 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 986. | 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. | active | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation Slasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | wanderer's pair of drakeskin leather boots of disengagement (0 def, 5 armour)wanderer's pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex / +5 Cun / +3 Con Physical save: +19 Mental save: +18 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. | 
| Light source | Gorusta the dwarven lanternGorusta the dwarven lantern Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% blight / +12% darkness Changes resistances penetration: +5% temporal / +5% physical Changes damage: +6% temporal Reduces incoming crit damage: 10.00% Mental save: +10 Maximum stamina: +15.00 Spellpower: +6 Spell crit. chance: +5% Mindpower: +9 Mental crit. chance: +10% Light radius: +8 Infravision radius: +5 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 37 blight damage or heals 52 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head | catburglar's drakeskin leather cap of trickery (0 def, 5 armour)catburglar's drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +13 Dex Changes resistances: +21% darkness Infravision radius: +6 A cap made of leather. | 
| On hands | brawler's voratun gauntlets of dispersion (0 def, 3 armour)brawler's voratun gauntlets of dispersion (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 6 arcane Changes stats: +2 Str / +5 Dex / +7 Mag / +9 Wil / +4 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +12 It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool | Fortune's EyeFortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 14 power out of 35/35) : Effective talent level: 2.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 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." | 
| On fingers | Arthemahir the voratun ringArthemahir the voratun ring Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Changes stats: +8 Mag / +7 Wil Changes resistances: +9% fire Blindness immunity: +10% Silence immunity: +20% Disarm immunity: +0% Confusion immunity: +20% Pinning immunity: +50% Knockback immunity: +39% Life regen: +1.90 Maximum life: +150.00 Spellpower: +14 Healing mod.: +27% Rings can have magical properties. | 
| On fingers | DourtideDourtide Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +112 Effects on melee hit: * 20% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 25 bleed Changes stats: +28 Cun Changes resistances penetration: +27% blight / +5% darkness Changes damage: +30% darkness Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. | 
| Around neck | wanderer's voratun amulet of murderwanderer's voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 Armour penetration: +6 Physical crit. chance: +5.0% Fatigue: -7% Changes stats: +7 Dex / +7 Cun / +7 Con Critical mult.: +15.00% Life regen: +0.90 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. | 
| In main hand | Mercy (35-45.5 power, 9 apr)Mercy (35-45.5 power, 9 apr) Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. | 
| Around waist | monstrous drakeskin leather belt of burglarymonstrous drakeskin leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 Changes stats: +5 Str / +3 Dex / +4 Cun / +6 Con / +8 Lck Trap disarming bonus: +26 Stealth bonus: +9 Physical save: +11 Infravision radius: +5 Size category: +1 A belt that goes around your waist. | 
| In off hand | Swordbreaker (25-32.5 power, 20 apr)Swordbreaker (25-32.5 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. | 
| Cloak | murderer's elven-silk cloak of the guardian (15 def, 7 armour)murderer's elven-silk cloak of the guardian (15 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +6 Armour: +7 Defense: +15 Changes stats: +3 Cun / +4 Dex Physical save: +16 Spell save: +22 Mental save: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Death's Embrace (18 def, 18 armour)Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 38 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
Inventory
| healing infusion of the titan (heal 217)healing infusion of the titan (heal 217) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| heroism infusion of the sneak (+27 for 10 turns, die at -997)heroism infusion of the sneak (+27 for 10 turns, die at -997) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -997 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion of the sneak (heal 964 over 5 turns)regeneration infusion of the sneak (heal 964 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 964 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion (resist 18%; cure mental)wild infusion (resist 18%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 18% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion (resist 23%; cure magical, mental)wild infusion (resist 23%; cure magical, mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 23% for 7 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the psychic (resist 15%; cure mental, physical)wild infusion of the psychic (resist 15%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 15% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the sneak (resist 34%; cure magical)wild infusion of the sneak (resist 34%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 34% for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| controlled phase door rune of the titan (range 11)controlled phase door rune of the titan (range 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 11. 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 ability. | 
| shielding rune (absorb 458 for 5 turns)shielding rune (absorb 458 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 458 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 ability. | 
| shielding rune (absorb 378 for 6 turns)shielding rune (absorb 378 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 378 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| shielding rune of the titan (absorb 463 for 6 turns)shielding rune of the titan (absorb 463 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant 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 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 ability. | 
| teleportation rune of the titan (range 102)teleportation rune of the titan (range 102) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. 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 ability. | 
| Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 45 power out of 60/60. The evilness of undeath radiates from this amulet. | 
| Dourstalker the gold amuletDourstalker the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% light / +18% darkness Physical save: +6 Blindness immunity: +22% Silence immunity: +10% Only die when reaching: -20.00 life Amulets can have magical properties. | 
| Feathersteel Amulet =enc=Feathersteel Amulet =enc= Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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 ChainFrost 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 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. | 
| gold amulet of teleportationgold amulet of teleportation Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleports you randomly (rad 30), placing all other charms into a 12 cooldown. Amulets can have magical properties. | 
| grounding steel amuletgrounding steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. | 
| protective gold amulet of mastery (0.18 Technique / Acrobatics)protective gold amulet of mastery (0.18 Technique / Acrobatics) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 Changes resistances cap: +4% all Talent mastery: +0.18 Technique / Acrobatics Physical save: +13 Amulets can have magical properties. | 
| protective voratun amulet of perfection (0.40 Technique / Combat veteran,0.40 Technique / Dual weapons)protective voratun amulet of perfection (0.40 Technique / Combat veteran,0.40 Technique / Dual weapons) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 Changes resistances cap: +6% all Talent masteries: +0.40 Technique / Combat veteran +0.40 Technique / Dual weapons Physical save: +21 Amulets can have magical properties. | 
| restful steel amulet of healingrestful steel amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +40% Life regen: +1.20 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 292 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
| savior's stralite amulet of murdersavior's stralite amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +5.0% Critical mult.: +18.00% Physical save: +14 Spell save: +10 Mental save: +15 Amulets can have magical properties. | 
| savior's voratun amulet of murdersavior's voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +5.0% Critical mult.: +17.00% Physical save: +19 Spell save: +14 Mental save: +22 Amulets can have magical properties. | 
| stralite amulet of perfection (0.34 Technique / Dual techniques,0.34 Cunning / Stealth)stralite amulet of perfection (0.34 Technique / Dual techniques,0.34 Cunning / Stealth) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Technique / Dual techniques +0.34 Cunning / Stealth Amulets can have magical properties. | 
| voratun amulet of perfection (0.40 Technique / Acrobatics,0.40 Cunning / Lethality)voratun amulet of perfection (0.40 Technique / Acrobatics,0.40 Cunning / Lethality) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Technique / Acrobatics +0.40 Cunning / Lethality Amulets can have magical properties. | 
| Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. | 
| Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
| Goedalath Rock ringGoedalath Rock ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. | 
| MnemonicMnemonic 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 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 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). It can be used to activate talent Mental Shielding (costing 23 power out of 30/30) : Effective talent level: 2.0 Power cost: 23 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. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. | 
| RhykorRhykor Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 physical Life regen: +1.30 Only die when reaching: -60.00 life Maximum life: +66.00 Healing mod.: +30% Rings can have magical properties. | 
| Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 45 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| marksman's gold ring of pilferingmarksman's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +21 Armour penetration: +9 Defense: +13 Changes stats: +6 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. | 
| marksman's voratun ring of powermarksman's voratun ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Physical power: +10 Changes stats: +6 Dex Spellpower: +14 Mindpower: +11 Rings can have magical properties. | 
| mule's stralite ring of tenacity =enc=mule's stralite ring of tenacity =enc= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +26 Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +30% Maximum life: +42.00 Rings can have magical properties. | 
| painweaver's stralite ring of blinding strikespainweaver's stralite ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Effects on melee hit: * 17% chance to blind Effects on ranged hit: * 17% chance to blind Changes damage: +6% all Spellpower: +13 Mindpower: +8 Rings can have magical properties. | 
| psionicist's stralite ring of wardingpsionicist's stralite ring of warding Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +22% acid / +19% fire / +15% lightning / +18% cold Mental save: +12 Rings can have magical properties. | 
| psionicist's voratun ring of pilferingpsionicist's voratun ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +13 Defense: +12 Changes stats: +7 Wil Mental save: +14 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. | 
| rogue's stralite ring of clarityrogue's stralite ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 Changes stats: +5 Cun Mental save: +9 Confusion immunity: +30% Rings can have magical properties. | 
| savage's stralite ring of pilferingsavage's stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +11 Defense: +11 Changes stats: +4 Con Spell save: +10 Maximum stamina: +14.00 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. | 
| savior's stralite ring of claritysavior's stralite ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +9 Spell save: +13 Mental save: +17 Confusion immunity: +32% Rings can have magical properties. | 
| solipsist's steel ring of lightning (+20%)solipsist's steel ring of lightning (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mindpower: +6 Rings can have magical properties. | 
| solipsist's voratun ring of lifesolipsist's voratun ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Life regen: +1.30 Maximum life: +68.00 Mindpower: +11 Healing mod.: +24% Rings can have magical properties. | 
| titan's voratun ring of miserytitan's voratun ring of misery Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to cause random insanity Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 15 bleed Changes stats: +6 Cun / +6 Con Physical save: +12 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 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 44%. Rings can have magical properties. | 
| voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
| Kinetic Spike (38-49.4 power, 40 apr)Kinetic Spike (38-49.4 power, 40 apr) Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 8 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. | 
| Shaderavager (38-49.4 power, 9 apr)Shaderavager (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 Changes resistances: +3% acid / +9% fire / +6% darkness / +6% temporal Sharp, short and deadly. | 
| glacial voratun dagger of amnesia (38-49.4 power, 9 apr)glacial voratun dagger of amnesia (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +17 ice When wielded/worn: Armour: +8 Changes resistances penetration: +9% cold Sharp, short and deadly. | 
| inquisitor's voratun dagger of shearing (36.5-47.45 power, 9 apr)inquisitor's voratun dagger of shearing (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 9 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +8 Changes resistances penetration: +8% physical Changes damage: +11% physical Sharp, short and deadly. | 
| stralite dagger 'Gleamrip' (29.5-38.35 power, 9 apr)stralite dagger 'Gleamrip' (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +10 darkness Damage against: +14% Living When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 Changes stats: +4 Con Changes resistances: +5% arcane Changes resistances penetration: +5% light / +10% physical Reduces incoming crit damage: 5.00% Blindness immunity: +15% Disease immunity: +15% Disarm immunity: +22% Sharp, short and deadly. | 
| thunderous voratun dagger of purging (38-49.4 power, 9 apr)thunderous voratun dagger of purging (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 9% chance to daze * 25% chance to remove a magical effect Damage (Melee): +4 nature When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. | 
| voratun dagger 'Glarenight' (38.5-50.05 power, 9 apr)voratun dagger 'Glarenight' (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 Effects on melee hit: * 30% chance to blind Changes resistances: +5% arcane / +9% lightning Only die when reaching: -80.00 life Sharp, short and deadly. | 
| Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 150 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
| blurring hardened leather belt of unlife =water=blurring hardened leather belt of unlife =water= Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 Changes resistances: +7% blight Stealth bonus: +7 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
| nightruned rough leather belt of carrying =enc=nightruned rough leather belt of carrying =enc= Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% light / +6% darkness Maximum encumbrance: +22 A belt that goes around your waist. | 
| skylord's drakeskin leather belt of valianceskylord's drakeskin leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +5 Cun Physical save: +16 Spell save: +19 Mental save: +31 Maximum life: +55.00 A belt that goes around your waist. | 
| Betheritira the elven-silk cloak (3 def, 13 armour)Betheritira the elven-silk cloak (3 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical power: +2 Armour: +13 Defense: +3 Damage when hit (Melee): 4 physical Changes stats: +6 Cun / +5 Dex Changes resistances: +14% blight / +30% cold / +20% nature Changes resistances penetration: +15% arcane / +10% blight Changes damage: +6% arcane Critical mult.: +3.00% Physical save: +6 Life regen: +2.30 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Guise of the Hated (14 def, 0 armour)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: +4.0% Defense: +14 Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 Hate per kill: +5.00 Mindpower: +8 Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 14 power out of 18/18) : Effective talent level: 4.0 Power cost: 14 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 34 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. 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. | 
| Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. | 
| fearwoven elven-silk robe of alchemy (5 def, 0 armour)fearwoven elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +18% acid / +17% physical / +18% fire / +18% cold Changes resistances penetration: +15% darkness / +15% physical Changes damage: +10% acid / +28% physical / +14% darkness / +14% fire / +11% cold Talent cooldown: Refit Golem (-5 turns) Maximum hate: +11.00 Mindpower: +8 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +43% Confusion immunity: +38% Stun/Freeze immunity: +43% Stamina each turn: +1.00 Maximum stamina: +16.00 A pair of boots made of leather. | 
| drakeskin leather gloves 'Eclipsedash' (0 def, 3 armour)drakeskin leather gloves 'Eclipsedash' (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 Armour: +3 Damage (Melee): 13 acid Damage when hit (Melee): 4 acid Changes stats: +6 Str Changes resistances: +15% acid / +20% arcane / +16% darkness / +19% blight Changes resistances penetration: +15% acid Changes damage: +11% acid / +12% darkness Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +21 Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| hardened leather gloves 'Obsidianvault' (0 def, 2 armour)hardened leather gloves 'Obsidianvault' (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +6 Armour: +2 Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +4 Cun / +5 Dex Changes resistances penetration: +10% darkness It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| heroic drakeskin leather gloves of archery (0 def, 8 armour)heroic drakeskin leather gloves of archery (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +12 Armour: +8 Changes stats: +8 Cun / +6 Dex Mental save: +11 Maximum life: +72.00 It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| scouring drakeskin leather gloves of archery (0 def, 3 armour)scouring drakeskin leather gloves of archery (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 Armour penetration: +15 Armour: +3 Effects when hit in melee: * 26% chance to reduce powers by 20% * 17 arcane resource burn Changes stats: +4 Cun / +5 Dex Spell save: +21 It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| defender's voratun helm of might (7 def, 12 armour)defender's voratun helm of might (7 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +12 Defense: +7 Fatigue: +5% Changes stats: +3 Str / +4 Con Changes resistances: +6% all Physical save: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| mindcaging voratun helm of trickery (0 def, 5 armour)mindcaging voratun helm of trickery (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +22% mind Mental save: +23 Confusion immunity: +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| voratun helm 'Glareblow' (0 def, 5 armour)voratun helm 'Glareblow' (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Wil Changes resistances: +15% darkness / +20% blight / +14% cold / +3% light / +15% fire Grants telepathy: Demon/Minor Demon/Major Spell save: +10 Mental save: +23 Mental crit. chance: +1% Light radius: +1 It can be used to activate talent Circle of Sanctity, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 30/30. 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, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| voratun helm 'Mikor' (0 def, 5 armour)voratun helm 'Mikor' (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +10% acid / +10% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| voratun helm 'Xerymina' (0 def, 5 armour)voratun helm 'Xerymina' (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 Armour: +5 Fatigue: +3% Changes stats: +7 Mag / +7 Wil / +9 Con Changes resistances: +24% mind / +6% cold / +3% nature / +4% physical Changes damage: +18% blight / +20% arcane Maximum encumbrance: +20 Mental save: +30 Confusion immunity: +44% Only die when reaching: -40.00 life Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| enlightening drakeskin leather armour of the hero  (5 def, 8 armour)enlightening drakeskin leather armour of the hero  (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes stats: +9 Str / +7 Dex / +6 Mag / +13 Wil / +11 Cun Mental save: +21 A suit of armour made of leather. | 
| searing drakeskin leather armour of the wind (16 def, 8 armour)searing drakeskin leather armour of the wind (16 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +7.0% Armour: +8 Defense: +16 Fatigue: +8% Damage (Melee): 23 acid / 18 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +20% acid / +20% fire Stamina each turn: +0.90 Chance to avoid any damage: +11% It can be used to activate talent Second Wind, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. | 
| 53 alchemist agate53 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. | 
| 3 onyx3 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 Gems can be sold for money or used in arcane rituals. | 
| Windborne AzuriteWindborne 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% Air currents swirl around this bright blue jewel. | 
| 3 lapis lazuli3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. | 
| 4 sapphire4 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. | 
| voratun pickaxe of the Iron Throne (dig speed 10 turns)voratun pickaxe of the Iron Throne (dig speed 10 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum life: +33.00 Maximum stamina: +29.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| Mummified Egg-sac of UngolëMummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 60 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
| 3 emerald3 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 Gems can be sold for money or used in arcane rituals. | 
| 4 jade4 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 Gems can be sold for money or used in arcane rituals. | 
| 4 turquoise4 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. | 
| DemonbringerDemonbringer Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +15% blight / +21% darkness / +9% nature Changes resistances penetration: +10% darkness / +5% nature Changes damage: +6% darkness Spellpower: +5 Spell crit. chance: +6% Light radius: +4 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 31 blight damage or heals 44 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 60 power out of 150/150) : Effective talent level: 4.0 Power cost: 60 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 1 per turn to a maximum eventual radius of 4, doing 28.51 cold damage and 24.02 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 resistance by half of their value and interracts 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. | 
| Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 30 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
| piercing dwarven lantern of the zealotpiercing dwarven lantern of the zealot Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +3% all Changes resistances penetration: +9% all Spell save: +10 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
| Dragon Orb (Orb of Command)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, costing 1 power out of 1/1. This orb is warm to the touch. | 
| Elemental Orb (Orb of Command)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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
| Orb of Destruction (Orb of Command)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, costing 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)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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Atamathon's Lost Ruby EyeAtamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
| Petrified WoodPetrified Wood Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. | 
| 5 bloodstone5 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% Gems can be sold for money or used in arcane rituals. | 
| 10 fire opal10 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% Gems can be sold for money or used in arcane rituals. | 
| 3 garnet3 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% Gems can be sold for money or used in arcane rituals. | 
| 4 ruby4 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 Gems can be sold for money or used in arcane rituals. | 
| Rod of Recall (1/2)Rod of Recall (1/2) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 152 power out of 289/400. 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 ChestTransmogrification 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), costing 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. | 
| stralite torque of psychoportation [power 51]  (23 cooldown)stralite torque of psychoportation [power 51]  (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 51), placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| warded voratun torque of thermal psionic shield [power 173]  (15 cooldown)warded voratun torque of thermal psionic shield [power 173]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +5 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| warded dragonbone totem of healing [power 227]  (15 cooldown)warded dragonbone totem of healing [power 227]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +3 acid / +4 nature / +3 light Talent granted: +1 Ward It can be used to heal the target for 227, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| void dragonbone wand of trap destruction [power 103]  (12 cooldown)void dragonbone wand of trap destruction [power 103]  (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to try to disarm traps in a line (disarm power 103), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| Pearl of Life and DeathPearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
| 11 diamond11 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 Gems can be sold for money or used in arcane rituals. | 
| 5 moonstone5 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. | 
| 10 pearl10 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 Gems can be sold for money or used in arcane rituals. | 
| 3 quartz3 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% Gems can be sold for money or used in arcane rituals. | 
| 5 amber5 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% Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Belladonna the Halfling Rogue level 29
17th Pyre 124th year of Ascendancy at 04:42 see stats
 A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Belladonna the Halfling Rogue level 22
74th Pyre 123rd year of Ascendancy at 09:46 see stats
 Against all odds
			Killed Ukruk in the ambush.
			Against all odds
			Killed Ukruk in the ambush.By Belladonna the Halfling Rogue level 29
1st Time of Balance 124th year of Ascendancy at 09:56 see stats
 Arachnophobia
			Destroyed the spydric menace.
			Arachnophobia
			Destroyed the spydric menace.By Belladonna the Halfling Rogue level 33
10th Flare 124th year of Ascendancy at 05:29 see stats
 Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Belladonna the Halfling Rogue level 35
33rd Dusk 124th year of Ascendancy at 08:18 see stats
 Ay ay captain!
			Turn into a pirate!
			Ay ay captain!
			Turn into a pirate!By Belladonna the Halfling Rogue level 30
54th Pyre 124th year of Ascendancy at 18:19 see stats
 Back and there again
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By Belladonna the Halfling Rogue level 40
60th Regrowth 125th year of Ascendancy at 02:23 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By Belladonna the Halfling Rogue level 32
4th Flare 124th year of Ascendancy at 19:20 see stats
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Belladonna the Halfling Rogue level 17
54th Regrowth 123rd year of Ascendancy at 22:53 see stats
 Burnt to the ground
			Gave the staff of absorption to the apprentice mage and watched the fireworks.
			Burnt to the ground
			Gave the staff of absorption to the apprentice mage and watched the fireworks.By Belladonna the Halfling Rogue level 29
6th Pyre 124th year of Ascendancy at 19:03 see stats
 Can you bear it? So much bearness!
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness!
			Killed Borius in the Bearscape.By Belladonna the Halfling Rogue level 26
53rd Regrowth 124th year of Ascendancy at 06:09 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Belladonna the Halfling Rogue level 12
70th Haze 122nd year of Ascendancy at 15:02 see stats
 Demonic Invasion
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion
			Stopped a demonic invasion by closing their portal.By Belladonna the Halfling Rogue level 42
5th Pyre 125th year of Ascendancy at 09:34 see stats
 Destroyer of the creation
			Killed Slasul.
			Destroyer of the creation
			Killed Slasul.By Belladonna the Halfling Rogue level 34
19th Dusk 124th year of Ascendancy at 17:21 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By Belladonna the Halfling Rogue level 31
61st Pyre 124th year of Ascendancy at 15:36 see stats
 Dragon's Greed
			Amassed 8000 gold pieces.
			Dragon's Greed
			Amassed 8000 gold pieces.By Belladonna the Halfling Rogue level 43
17th Pyre 125th year of Ascendancy at 23:25 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Belladonna the Halfling Rogue level 50
5th Dusk 125th year of Ascendancy at 01:57 see stats
 Evil denied
			Won ToME by preventing the Void portal from opening.
			Evil denied
			Won ToME by preventing the Void portal from opening.By Belladonna the Halfling Rogue level 50
5th Dusk 125th year of Ascendancy at 02:03 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Belladonna the Halfling Rogue level 15
36th Regrowth 123rd year of Ascendancy at 19:03 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By Belladonna the Halfling Rogue level 47
7th Mirth 125th year of Ascendancy at 18:51 see stats
 Fear of Fours
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours
			Killed all four bosses of the Slime Tunnels.By Belladonna the Halfling Rogue level 47
8th Mirth 125th year of Ascendancy at 18:32 see stats
 Flooder
			Defeated Ukllmswwik while doing his own quest.
			Flooder
			Defeated Ukllmswwik while doing his own quest.By Belladonna the Halfling Rogue level 33
19th Dusk 124th year of Ascendancy at 04:51 see stats
 Gem of the Moon
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon
			Completed the Master Jeweler quest with Limmir.By Belladonna the Halfling Rogue level 46
66th Pyre 125th year of Ascendancy at 19:55 see stats
 Guiding Hand
			Saved all escorted adventurers.
			Guiding Hand
			Saved all escorted adventurers.By Belladonna the Halfling Rogue level 30
54th Pyre 124th year of Ascendancy at 05:05 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Belladonna the Halfling Rogue level 22
74th Pyre 123rd year of Ascendancy at 06:30 see stats
 I cleared the room of death and all I got was this lousy achievement!
			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!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Belladonna the Halfling Rogue level 47
75th Pyre 125th year of Ascendancy at 16:07 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Belladonna the Halfling Rogue level 10
44th Haze 122nd year of Ascendancy at 14:47 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Belladonna the Halfling Rogue level 20
33rd Pyre 123rd year of Ascendancy at 02:00 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Belladonna the Halfling Rogue level 30
50th Pyre 124th year of Ascendancy at 07:09 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Belladonna the Halfling Rogue level 40
60th Regrowth 125th year of Ascendancy at 00:38 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By Belladonna the Halfling Rogue level 50
7th Flare 125th year of Ascendancy at 07:53 see stats
 Orcrist
			Killed the leaders of the Orc Pride.
			Orcrist
			Killed the leaders of the Orc Pride.By Belladonna the Halfling Rogue level 45
50th Pyre 125th year of Ascendancy at 19:17 see stats
 Poisonous
			Sided with the assassin lord.
			Poisonous
			Sided with the assassin lord.By Belladonna the Halfling Rogue level 17
56th Regrowth 123rd year of Ascendancy at 21:31 see stats
 Portal master
			Fought the two Sorcerers and closed four invocation portals.
			Portal master
			Fought the two Sorcerers and closed four invocation portals.By Belladonna the Halfling Rogue level 50
5th Dusk 125th year of Ascendancy at 02:01 see stats
 Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Belladonna the Halfling Rogue level 42
6th Pyre 125th year of Ascendancy at 18:34 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Belladonna the Halfling Rogue level 42
2nd Pyre 125th year of Ascendancy at 06:22 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Belladonna the Halfling Rogue level 30
50th Pyre 124th year of Ascendancy at 13:49 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By Belladonna the Halfling Rogue level 31
2nd Summertide 124th year of Ascendancy at 19:28 see stats
 Tales of the Spellblaze
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze
			Learned the eight chapters of the Spellblaze Chronicles.By Belladonna the Halfling Rogue level 22
74th Pyre 123rd year of Ascendancy at 09:46 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Belladonna the Halfling Rogue level 47
7th Mirth 125th year of Ascendancy at 18:51 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Belladonna the Halfling Rogue level 7
11st Haze 122nd year of Ascendancy at 09:11 see stats
 The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Belladonna the Halfling Rogue level 22
74th Pyre 123rd year of Ascendancy at 09:46 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Belladonna the Halfling Rogue level 20
47th Pyre 123rd year of Ascendancy at 22:47 see stats
 The Sun Still Shines
			Aeryn survived the last battle.
			The Sun Still Shines
			Aeryn survived the last battle.By Belladonna the Halfling Rogue level 50
5th Dusk 125th year of Ascendancy at 02:03 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Belladonna the Halfling Rogue level 35
37th Haze 124th year of Ascendancy at 04:51 see stats
 Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By Belladonna the Halfling Rogue level 20
47th Pyre 123rd year of Ascendancy at 03:24 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Belladonna the Halfling Rogue level 30
53rd Pyre 124th year of Ascendancy at 06:26 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Belladonna the Halfling Rogue level 22
74th Pyre 123rd year of Ascendancy at 12:11 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Belladonna the Halfling Rogue level 28
79th Regrowth 124th year of Ascendancy at 23:34 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Today is the 6th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 7th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
