
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Infinite | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Adventurer | 
| Level / Exp | 91 / 53% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 70 (base 40) | 
| Dexterity | 53 (base 12) | 
| Constitution | 72 (base 43) | 
| Magic | 83 (base 62) | 
| Willpower | 132 (base 100) | 
| Cunning | 119 (base 73) | 
Resources
| Hate | 86/115 | 
| Psi | 222/222 | 
| Vim | 418/418 | 
| Life | 2995/2995 | 
| Stamina | 698/698 | 
| Steam | 80/80 | 
| Healing Factor | 0.88429752066113 | 
| Regeneration | 2.8739669421487 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 15 | 
| Lite | 0 | 
| Infravision | 26 | 
| See Stealth | 25 | 
| See Invisible | 40 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine, humanoid/orc, demon/major, demon/minor | 
Offense: Mainhand
| Damage | 233 | 
| Accuracy | 74 | 
| Crit Chance | 68% | 
| APR | 44 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 109 | 
| Accuracy | 74 | 
| Crit Chance | 67% | 
| APR | 38 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 60 | 
| Crit Chance | 39% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 71 | 
| Crit Chance | 39% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +19% | 
| Mind | +12% | 
| All | +2% | 
Offense: Damage Penetration
| Lightning | -10% | 
| Light | -5% | 
| Darkness | +14% | 
| Physical | -10% | 
| Mind | +19% | 
| All | -20% | 
Defense: Base
| Armour (hardiness) | 128.04206312096 (74.117647058824%) | 
| Defense | 49 | 
| Ranged Defense | 56 | 
| Fatigue | 21 | 
| Physical Save | 71 | 
| Spell Save | 70 | 
| Mental Save | 52 | 
Defense: Resistances
| Acid | + 49%( 77%) | 
| Blight | + 59%( 77%) | 
| Arcane | + 35%( 77%) | 
| Cold | + 76%( 77%) | 
| All | + 30%( 77%) | 
| Darkness | + 62%( 77%) | 
| Light | + 50%( 77%) | 
| Temporal | + 41%( 77%) | 
| Lightning | + 71%( 77%) | 
| Physical | + 33%( 77%) | 
| Fire | + 77%( 77%) | 
| Nature | + 38%( 77%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 15% | 
| Blind Resistance | 50% | 
| Silence Resistance | 70% | 
| Bleed Resistance | 15% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 100% | 
| Pinning Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 35% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.1 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 628 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Constitution stat.  | 
Class Talents
| Corruption / Heart of Fire | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
| Steamtech / Battlefield management | 1.00 | 
  | 3/5 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Bloodthirst | 1.00 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
  | 6/5 | 
| Steamtech / Butchery | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Cursed / Punishments | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Corruption / Torture | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 7/5 | 
| Steamtech / Thoughts of iron | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 7/5 | 
| Steamtech / Automated butchery | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 6/5 | 
  | 0/5 | 
| Corruption / Demonic pact | 1.20 | 
  | 5/5 | 
  | 2/5 | 
  | 1/5 | 
  | 7/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Demented / Calamity | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Demonic strength | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| Technique / Conditioning | 1.00 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Ogre | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
  | 0/5 | 
| Corruption / Torment | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 6/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Mental Tyranny | 
| talent | Molten Iron Blood | 
| talent | Blood Vengeance | 
| talent | Overkill | 
| talent | Grinding Shield | 
| talent | Jinxed Touch | 
| talent | Overheat Saws | 
| talent | Eternal Suffering | 
| talent | Willful Tormenter | 
| talent | Tempest of Metal | 
| talent | Mow Down | 
| talent | Abyssal Shield | 
| talent | Beyond the Flesh | 
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura | 
Quests
Wake up and kill the dreaming horror boss 'Elirawyn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 61)You completed the challenge and received: Random Artifact: Goreslice (2 def, 17 armour)  | done | 
Wake up and kill the dreaming horror boss 'Salibrekira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 77)You completed the challenge and received: +1 Class Point  | done | 
Wake up and kill the dreaming horror boss 'Ce'Nesenn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 80) | failed | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 103)You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 112)You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 117)You completed the challenge and received: Random Artifact: Tempestidol (21-31.5 power, 14 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12) | failed | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 120)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 121)You completed the challenge and received: Random Artifact: Strikevengeance (23/23, 10-12 power, 12 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: +1 Category Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 29)You completed the challenge and received: Random Artifact: Halidin (20-24 power, 4 apr, lightning element)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36)You completed the challenge and received: Random Artifact: Searhunt (3 def, 0 armour)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 43)You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 50)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 51)You completed the challenge and received: Random Artifact: Cutharakhad  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 54)You completed the challenge and received: Random Artifact: Zubydhebrevena (3 def, 0 armour)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 59)You completed the challenge and received: Random Artifact: Mayubretta (25-30 power, 5 apr, acid element)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 69)You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78)You completed the challenge and received: Random Artifact: Demonpyre (2-2.2 power, 12 apr, nature damage)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Healtaint (16-24 power, 1 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83)You completed the challenge and received: Random Artifact: Earthtorrent (11-15.4 power, 4 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85)You completed the challenge and received: +1 Class Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 96)You completed the challenge and received: Random Artifact: Pitchripper (3 def, 0 armour)  | done | 
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 105)3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point  | done | 
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 25)4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point  | done | 
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 32)4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point  | done | 
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 40)2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point  | done | 
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 88)4 / 4 demon spawn killed. You completed the challenge and received: +1 Category Point  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 102)You completed the challenge and received: +1 Class Point  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 113)You completed the challenge and received: Random Artifact: Gloomgasher (1 def, 0 armour)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 18)You completed the challenge and received: Random Artifact: Stormspitter (24-36 power, 19 apr)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 56)You completed the challenge and received: Random Artifact: dwarven-steel pickaxe (dig speed 29 turns)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 73)You completed the challenge and received: Random Artifact: Blindkiller (5 def, 11 armour)  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 22)Turns left: 0 You completed the challenge and received: +1 Generic Point  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 35)Turns left: 0 You completed the challenge and received: Random Artifact: Emeliba (14 def, 12 armour)  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 70)Turns left: 0 You completed the challenge and received: +1 Class Point  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 107)You completed the challenge and received: Random Artifact: Demonwill (39-50.7 power, 9 apr)  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 110)You completed the challenge and received: +1 Generic Point  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 116)You completed the challenge and received: Random Artifact: Barkmark (13.5-20.25 power, 1 apr)  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 122)You completed the challenge and received: Random Artifact: Staroozer (10 def, 26 armour, 87 block)  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 123)You completed the challenge and received: Random Artifact: Eclipsewild (9 def, 2 armour)  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 19)You completed the challenge and received: +3 Stat Points  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 7)You completed the challenge and received: +3 Stat Points  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 71)You completed the challenge and received: Random Artifact: Ebonysnake  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 87)You completed the challenge and received: Random Artifact: Flameblur (11 def, 14 armour)  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 100)You completed the challenge and received: +3 Stat Points and +1 Class Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 104)You completed the challenge and received: +3 Stat Points and +1 Category Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 106) | failed | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 108)You completed the challenge and received: +3 Stat Points and +1 Category Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 125)You completed the challenge and received: +1 Class Point and +1 Class Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 126) | failed | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 17)You completed the challenge and received: +3 Stat Points and +1 Class Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 28)You completed the challenge and received: +1 Class Point and +3 Stat Points  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 47)You completed the challenge and received: +3 Stat Points and +1 Category Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5)You completed the challenge and received: +1 Category Point and +3 Stat Points  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6)You completed the challenge and received: +3 Stat Points and +1 Class Point  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 82)You completed the challenge and received: +3 Stat Points and +3 Stat Points  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 92)You completed the challenge and received: +1 Class Point and +3 Stat Points  | done | 
Leave the level in less than 192 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (192) (Level 81)Turns left: 96 You completed the challenge and received: +3 Stat Points  | done | 
Leave the level in less than 237 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (237) (Level 31)Turns left: 121 You completed the challenge and received: Random Artifact: Beloseldana (36-50.4 power, 5 apr)  | done | 
Leave the level in less than 261 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (261) (Level 24)Turns left: 58 You completed the challenge and received: Random Artifact: Dourbreak (20-24 power, 4 apr, blight element)  | done | 
Leave the level in less than 339 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (339) (Level 58)Turns left: 89 You completed the challenge and received: Random Artifact: Glowtyphoon (30-36 power, 6 apr, cold element)  | done | 
Leave the level in less than 354 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (354) (Level 99)Turns left: 143 You completed the challenge and received: +1 Generic Point  | done | 
Leave the level in less than 396 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (396) (Level 42)Turns left: 178 You completed the challenge and received: +3 Stat Points  | done | 
Leave the level in less than 462 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (462) (Level 98)Turns left: 241 You completed the challenge and received: +1 Class Point  | done | 
Leave the level in less than 93 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (93) (Level 62)Turns left: 36 You completed the challenge and received: Random Artifact: Glintquick (15-18 power, 3 apr, temporal element)  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | active | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| Psionic focus |  Nightwalker the stralite dagger (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 47% Wil, 47% Cun, 50% Mag Damage type: Lightning Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Blood Grasp (20% chance level 5). On weapon hit: * 40% chance to inflict 15% damage reduction * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +8 lightning When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances penetration: +10% lightning / +10% darkness Changes damage: +6% darkness Sharp, short and deadly.  | 
| On hands |  Flashstun (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid / +9% temporal / +6% darkness / +6% blight / +12% cold Talent granted: +5 Iron Grip Spell save: +9 (+2 eff.) Disarm immunity: +100% Life regen: +3.00 Stamina each turn: +1.60 Maximum stamina: +23.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  ethereal dwarven lantern of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% light Changes damage: +11% darkness Damage affinity(heal): +5% darkness Spellpower: +15 (+4 eff.) Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 195.66 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  The Black Crown (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
| On feet |  Brighttrial (0 def, 9 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +6 Con / +6 Wil Changes resistances: +9% lightning / +6% fire / +7% arcane Changes resistances penetration: +15% light / +10% physical Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Silence immunity: +70% Confusion immunity: +48% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +6 (+1 eff.) Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Tool |  Spidercut the ash totem of cure ailments [power 2]  (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Changes resistances: +6% nature Maximum wards: +1 acid / +2 nature / +1 light Grants telepathy: Humanoid/Orc Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Ring of the Dead  | 
| On fingers |  sneakthief's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +12 Cun / +7 Dex Vim when hitting in melee: +3.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
| Around neck |  voratun amulet 'Shadowstoker'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: -2% Effects on melee hit: * 29 arcane resource burn Damage when hit (Melee): 4 darkness Changes stats: +9 Str / +2 Dex / +3 Mag Changes resistances: +3% light / +6% temporal Changes resistances cap: +7% all Changes resistances penetration: +15% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +16 (+4 eff.) Blindness immunity: +35% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties.  | 
| In main hand |  Brodundil the voratun steamsaw (40.5-60.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 105% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +89 Damage (Melee): +20 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 34% chance to corrode armour by 30% Effects when hit in melee: * 14% chance to daze at end of turn Changes stats: +5 Dex Changes resistances: +20% lightning / +27% fire / +4% physical / +9% cold Talents granted: +5 Flame Bolts +3 Block Physical save: +34 (+9 eff.) Poison immunity: +15% Knockback immunity: +10% Mana each turn: +0.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
| Around waist |  Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Defense: +0 (+0 eff.) Ranged Defense: +20 (+6 eff.) Fatigue: -20% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +50 Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
| In off hand |  thought-forged stralite steamsaw of torment (32-48 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stats: 105% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +72 On weapon hit: * 19% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +16 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +9% mind / +9% darkness Talents granted: +5 Flame Bolts +2 Block Mana each turn: +0.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
| Cloak |  Issayagund (11 def, 19 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Armour: +19 Defense: +11 (+4 eff.) Changes resistances: +30% lightning / +17% light / +25% fire / +6% nature / +24% cold Critical mult.: +21.00% Stealth bonus: +25 Physical save: +10 (+3 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +15% Cut immunity: +15% Stun/Freeze immunity: +50% Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  The Black Plate (25 def, 35 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +10 Str / +10 Dex / +10 Mag / +16 Wil / +14 Cun / +13 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?"  | 
Inventory
 medical injector implant of the duelist (efficiency 193% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 193% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the psychic (efficiency 280% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 280% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 heroism infusion (+7 for 13 turns, die at -564)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 13 turns. While Heroism is active, you will only die when reaching -564 life. 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. 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 (+8 for 13 turns, die at -549)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -549 life. 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. 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 duelist (+15 for 11 turns, die at -566)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -566 life. 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. 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.  | 
 movement infusion of the psychic (857% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 857% 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 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.  | 
 regeneration infusion of the sneak (heal 942 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 942 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.  | 
 regeneration infusion of the wizard (heal 635 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 shielding rune of the sneak (absorb 675 for 6 turns)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 675 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune of the warrior (range 122)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 122 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet.  | 
 Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.  | 
 LoratarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +4 Str / +4 Dex / +3 Wil / +2 Cun Changes resistances: +9% mind Talent mastery: +0.40 Technique / Combat training See invisible: +9 Amulets can have magical properties.  | 
 VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet.  | 
 steel amulet 'Gloomguile'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% light / +15% darkness Changes resistances penetration: +25% mind Physical save: +10 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +17 (+6 eff.) Blindness immunity: +22% Confusion immunity: +14% Mindpower: +5 (+2 eff.) Amulets can have magical properties.  | 
 BlindrockCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 12 mind Changes stats: +7 Cun Changes resistances: +21% light Changes resistances penetration: +20% light / +20% mind Grants telepathy: Dragon Demon/Major Demon/Minor Mindpower: +6 (+2 eff.) Mental crit. chance: +9% Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties.  | 
 EbonysnakeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Fatigue: -2% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +4 Dex Changes resistances: +3% lightning / +3% fire / +34% nature / +6% darkness Changes damage: +17% nature / +8% all Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Vim each turn: +0.00 Spellpower: +17 (+4 eff.) Mindpower: +17 (+5 eff.) Rings can have magical properties.  | 
 Elemental FuryPowered 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 Vim each turn: +0.00 All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
 FlamepainInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +8 Damage when hit (Melee): 16 physical Changes resistances: +38% fire Changes resistances penetration: +20% fire / +25% physical Changes damage: +19% fire Grants telepathy: Humanoid/Orc Critical mult.: +12.00% Equilibrium when hit: +0.08 Maximum psi: +40.00 Mindpower: +4 (+1 eff.) Rings can have magical properties.  | 
 Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
 Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.  | 
 Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Vim when hit: +0.00 Vim when hitting in melee: +0.00 Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.18 cold and 23.18 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
 Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Vim each turn: +0.00 Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 172.42 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.  | 
 Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Cauterize Physical save: -30 (-7 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-10 eff.) Vim when hitting in melee: +0.00 You have set the ring to grant you Cauterize! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.  | 
 conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +5 Mag / +5 Wil / +5 Cun Vim when hitting in melee: +0.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
 copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties.  | 
 marksman's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Vim when hit: +0.00 Rings can have magical properties.  | 
 marksman's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 25% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 38 light Changes stats: +7 Dex Rings can have magical properties.  | 
 voratun ring 'Silira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Changes stats: +10 Str / +12 Con Changes resistances: +20% arcane / +6% nature / +3% light Changes damage: +20% arcane / +9% blight Spell save: +20 (+5 eff.) Confusion immunity: +15% Stun/Freeze immunity: +50% Life regen: +5.40 Rings can have magical properties.  | 
 Demonwill (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 47% Wil, 47% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to disease Damage (Melee): +4 blight / +8 darkness When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +2 Str / +2 Dex / +3 Mag / +4 Wil / +1 Cun Changes resistances: +6% darkness / +4% all Changes resistances penetration: +12% nature Changes damage: +3% darkness / +3% blight Reduces incoming crit damage: 10.00% Disarm immunity: +40% Light radius: +2 Infravision radius: +1 Sharp, short and deadly.  | 
 Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 47% Wil, 58% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 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.  | 
 Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 147% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 142.80 to 428.40 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 341.70 to 683.40 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy.  | 
 Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 137% Wil, 60% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.  | 
 Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 63% Wil, 110% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 42.33 arcane and 49.38 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.  | 
 Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 170% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect.  | 
 Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 180% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+7 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out.  | 
 Staff of Bones (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful.  | 
 Telos's Staff (Top Half) (35-42 power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff.  | 
 Amakhad the Swampfear (38.5-57.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stats: 105% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 On weapon hit: * Slows global speed by 49% * 40% chance to corrode armour by 30% On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +21.0% Physical power: +10 (+2 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +15% blight Talent granted: +3 Block Mana when firing critical spell: +1.00 Maximum life: +87.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 Barkvagrant (52-78 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 52.0 - 78.0 Uses stats: 105% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +114 On weapon hit: * 20% chance to inflict 15% damage reduction * Random elemental explosion * 25% chance to put talents on cooldown Attacks use: 1.0 Steam When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +9% nature Changes resistances penetration: +15% acid / +15% fire / +15% lightning / +14% cold Changes damage: +6% blight / +6% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 Urthilevor the voratun steamsaw (40.5-60.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 105% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 69% chance to disease Damage (Melee): +19 blight / +20 darkness Damage against: +19% Living Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances penetration: +5% temporal / +20% mind / +15% physical Talent granted: +3 Block Disease immunity: +30% Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 voratun steamsaw 'Ravenspiker' (42-63 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 42.0 - 63.0 Uses stats: 105% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 On weapon hit: * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +8 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +6 Defense: +23 (+8 eff.) Fatigue: +12% Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +13% acid / +5% darkness / +11% fire / +14% cold / +12% lightning Talent granted: +3 Block Disarm immunity: +30% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 147% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 187.95. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 Armodunahor the Phlegmblow (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 105% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +20 lightning Burst (radius 1) on hit: +12 nature When wielded/worn: Physical crit. chance: +15.0% Fatigue: -4% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 nature / 4 fire Changes stats: +2 Str / +1 Mag / +2 Cun Changes resistances penetration: +5% fire Changes damage: +12% nature Infravision radius: +4 One-handed war axes.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
 Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 330.48 cold damage and condensing the air into freezing vapors that deal 110.16 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches.  | 
 Nyderach (11 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +1 Cun / +0 Con Changes resistances: +30% lightning / +3% temporal / +39% darkness / +20% blight / +12% fire / +29% mind Changes damage: +20% lightning Physical save: +29 (+8 eff.) Spell save: +20 (+5 eff.) Mental save: +48 (+14 eff.) Blindness immunity: +20% Life regen: +6.00 Maximum life: +72.00 Healing mod.: +30% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 61 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.  | 
 Shoes of Slowly Moving Quickly (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +0 (+0 eff.) Pinning immunity: +575% Knockback immunity: +100% Teleport immunity: +0% Spellpower: +5 (+1 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 4 Travel Speed: 400% of base Is: a nature gift and a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 77.82 lightning damage. When it reaches its target, it explodes in a radius of 3 for 139.61 lightning damage and 139.61 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados!  | 
 Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows.  | 
 Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 17% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 94.29 fire damage and 110.00 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power.  | 
 Shimmermalice the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +33.0% Armour: +3 Damage (Melee): 15 acid Changes resistances: +10% acid / +1% physical / +6% mind / +6% light Changes damage: +11% acid Critical mult.: +29.00% Spell save: +6 (+1 eff.) Pinning immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +15% Spell crit. chance: +36% Mental crit. chance: +36% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 147.17 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.  | 
 Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
 Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 52.34 to 157.03 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.  | 
 alchemist's iron gauntlets of the iron hand (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Str / +3 Mag / +6 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +26% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 blighted hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane / 7 blight Changes stats: +5 Mag / +4 Wil Changes resistances: +5% arcane / +6% blight Changes damage: +3% blight Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Critical mult.: +10.00% Mana each turn: +0.27 Spellpower: +12 (+3 eff.) Spell crit. chance: +16% Mental crit. chance: +13% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 voratun gauntlets 'Raingrinder' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +9 Damage (Melee): 19 light Changes stats: +6 Str / +5 Dex / +4 Cun Changes resistances: +15% light Changes resistances penetration: +10% nature Changes damage: +9% light / +9% physical Talent cooldown: Double Strike (-1 turn) Physical save: +35 (+9 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +1.00 Maximum life: +109.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness!  | 
 14 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 1813 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 demon seed [Khulmanar, General of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [daelach] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dolleg] (level 45, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dolleg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dolleg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon.  | 
 demon seed [dúathedlen] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dúathedlen] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 32, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 32, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 35, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 36, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 36, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 41, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 47, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 47, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [forge-giant] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 46, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon.  | 
 demon seed [uruivellas] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 49, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretch titan] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 35, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 44, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 47, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful.  | 
 Isona the Stormdredge (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +13.0% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +20 Str / +10 Wil / +6 Cun Changes damage: +15% arcane / +9% lightning Reduces incoming crit damage: 20.00% Lowers spell cool-downs by: 10% Mental crit. chance: +15% Infravision radius: +10 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 voratun pickaxe 'Isobrevena' (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +10 Defense: +15 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Cun / +3 Str Changes resistances: +6% acid / +19% physical / +15% blight / +6% cold / +6% nature Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 15 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 20 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 13 turquoise0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with.  | 
 Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it?  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (172 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.  | 
 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.  | 
 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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot.  | 
 Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull.  | 
 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 17 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
amazing fiery salve [power 27] amazing fiery salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 123% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (27% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing frost salve [power 27] amazing frost salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 123% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (27% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing healing salve [power 391] amazing healing salve [power 391]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 123% efficiency and 95% cooldown modifier. It can be used to heal 391, putting Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
amazing pain suppressor salve [power 343] amazing pain suppressor salve [power 343]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 123% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -343 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
amazing unstoppable force salve [power 109] amazing unstoppable force salve [power 109]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 123% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 109 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve.  | 
amazing water salve [power 27] amazing water salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 123% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (27% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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.  | 
 voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun torque of kinetic psionic shield 'Chamudrador' [power 151]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +6% acid Maximum wards: +6 physical / +5 mind / +7 darkness Changes resistances penetration: +10% acid Talent granted: +2 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 151 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers.  | 
 voratun torque of psychoportation 'Roottreason' [power 62]  (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +18% nature Maximum wards: +6 physical / +7 mind / +10 darkness Changes resistances penetration: +20% nature / +10% mind Grants telepathy: Dragon Talent cooldown: Silence (-1 turn) Talents granted: +5 Silence +2 Ward Mental save: +6 (+2 eff.) Mindpower: +8 (+2 eff.) It can be used to teleport randomly (rad 62), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Deepsnigh the dragonbone totem of cure ailments [power 5]  (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Mag Changes resistances: +1% physical / +9% temporal Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +15% arcane Changes damage: +6% blight Talent cooldown: Rushing Claws (-2 turns) Talents granted: +1 Ward +9 Rushing Claws Spell save: +9 (+2 eff.) Stamina each turn: +0.20 Mana each turn: +0.12 Maximum stamina: +10.00 It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Haniromirin the Brightwell [power 82]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +20% fire Changes damage: +33% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Mental save: +38 (+12 eff.) Maximum hate: +8.00 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +64 It can be used to heal a target within range 10 (based on Willpower) for 82, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.  | 
 Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
 16 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Bethuna the dragonbone wand of clairvoyance [power 14]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% temporal Changes resistances penetration: +15% acid Talent cooldown: Strike (-2 turns) Talent granted: +8 Strike Mental save: +26 (+9 eff.) Poison immunity: +10% Confusion immunity: +5% Stun/Freeze immunity: +5% It can be used to reveal the area around you, dispelling darkness (radius 14, power 82 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 101 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen.  | 
 17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 16 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 19 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 17 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 17 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 20 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 21 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Steamsaw Mayhem the Ogre Adventurer level 9
1st Flare 122nd year of Ascendancy at 04:01 see stats
			Can you bear it? So much bearness! (Roguelike)
			Killed Borius in the Bearscape.By Steamsaw Mayhem the Ogre Adventurer level 73
42nd Regrowth 123rd year of Ascendancy at 13:30 see stats
			Don't Poosh it! (Roguelike)
			Killed Kelad in the lost land of Poosh.By Steamsaw Mayhem the Ogre Adventurer level 36
30th Haze 122nd year of Ascendancy at 01:37 see stats
			Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.By Steamsaw Mayhem the Ogre Adventurer level 40
43rd Haze 122nd year of Ascendancy at 19:23 see stats
			Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.By Steamsaw Mayhem the Ogre Adventurer level 58
2nd Allure 123rd year of Ascendancy at 06:10 see stats
			Exterminator (Roguelike)
			Killed 1000 creatures.By Steamsaw Mayhem the Ogre Adventurer level 21
56th Dusk 122nd year of Ascendancy at 19:17 see stats
			Fear me not! (Roguelike)
			Survived the Fearscape!By Steamsaw Mayhem the Ogre Adventurer level 88
39th Pyre 123rd year of Ascendancy at 19:46 see stats
			Infinite x10 (Roguelike)
			Got to level 10 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 9
1st Flare 122nd year of Ascendancy at 08:23 see stats
			Infinite x100 (Roguelike)
			Got to level 100 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 78
64th Regrowth 123rd year of Ascendancy at 05:39 see stats
			Infinite x20 (Roguelike)
			Got to level 20 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 21
57th Dusk 122nd year of Ascendancy at 08:34 see stats
			Infinite x30 (Roguelike)
			Got to level 30 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 29
79th Dusk 122nd year of Ascendancy at 22:22 see stats
			Infinite x40 (Roguelike)
			Got to level 40 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 38
36th Haze 122nd year of Ascendancy at 04:32 see stats
			Infinite x50 (Roguelike)
			Got to level 50 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 43
53rd Haze 122nd year of Ascendancy at 14:08 see stats
			Infinite x60 (Roguelike)
			Got to level 60 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 50
71st Haze 122nd year of Ascendancy at 15:36 see stats
			Infinite x70 (Roguelike)
			Got to level 70 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 56
10th Decay 122nd year of Ascendancy at 13:44 see stats
			Infinite x80 (Roguelike)
			Got to level 80 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 66
16th Regrowth 123rd year of Ascendancy at 01:54 see stats
			Infinite x90 (Roguelike)
			Got to level 90 of the infinite dungeon.By Steamsaw Mayhem the Ogre Adventurer level 71
36th Regrowth 123rd year of Ascendancy at 08:03 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By Steamsaw Mayhem the Ogre Adventurer level 10
2nd Flare 122nd year of Ascendancy at 10:18 see stats
			Level 20 (Roguelike)
			Got a character to level 20.By Steamsaw Mayhem the Ogre Adventurer level 20
54th Dusk 122nd year of Ascendancy at 04:25 see stats
			Level 30 (Roguelike)
			Got a character to level 30.By Steamsaw Mayhem the Ogre Adventurer level 30
1st Time of Equilibrium 122nd year of Ascendancy at 12:04 see stats
			Level 40 (Roguelike)
			Got a character to level 40.By Steamsaw Mayhem the Ogre Adventurer level 40
41st Haze 122nd year of Ascendancy at 18:06 see stats
			Level 50 (Roguelike)
			Got a character to level 50.By Steamsaw Mayhem the Ogre Adventurer level 50
71st Haze 122nd year of Ascendancy at 09:03 see stats
			Pest Control (Roguelike)
			Killed 1000 reproducing vermin.By Steamsaw Mayhem the Ogre Adventurer level 73
43rd Regrowth 123rd year of Ascendancy at 22:54 see stats
			Shasshhiy'Kaish (Roguelike)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Steamsaw Mayhem the Ogre Adventurer level 71
34th Regrowth 123rd year of Ascendancy at 21:04 see stats
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Steamsaw Mayhem the Ogre Adventurer level 66
17th Regrowth 123rd year of Ascendancy at 19:44 see stats
			That was close (Roguelike)
			Killed your target while having only 1 life left.By Steamsaw Mayhem the Ogre Adventurer level 88
49th Pyre 123rd year of Ascendancy at 04:30 see stats
			The Old Ones (Roguelike)
			Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Steamsaw Mayhem the Ogre Adventurer level 71
34th Regrowth 123rd year of Ascendancy at 21:04 see stats
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Steamsaw Mayhem the Ogre Adventurer level 28
75th Dusk 122nd year of Ascendancy at 09:26 see stats
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Steamsaw Mayhem the Ogre Adventurer level 19
49th Dusk 122nd year of Ascendancy at 00:51 see stats
Log
Steamsaw Mayhem's spell attains critical power!
Steamsaw Mayhem performs a melee critical strike against Spitting spider!
Steamsaw Mayhem's spell attains critical power!
Steamsaw Mayhem's spell attains critical power!
Steamsaw Mayhem hits Steamsaw Mayhem for 41 healing, 39 healing (0 total damage) [80 healing].
Steamsaw Mayhem hits Spitting spider for 435 mind, 415 physical (850 total damage).
Steamsaw Mayhem killed Spitting spider!
Resting starts...
Talent Incinerating Blows is ready to use.
Talent Burning Sacrifice is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Steamsaw Mayhem's is no longer blazing.
Steamsaw Mayhem no longer revels in blood quite so much.
Ran for 2 turns (stop reason: hostile spotted to the west (war bear - offscreen)).
Steamsaw Mayhem deactivates Beyond the Flesh.
Steamsaw Mayhem deactivates Grinding Shield.
Steamsaw Mayhem deactivates Willful Tormenter.
Steamsaw Mayhem deactivates Jinxed Touch.
Steamsaw Mayhem deactivates Tempest of Metal.
Steamsaw Mayhem deactivates Overheat Saws.
Steamsaw Mayhem deactivates Abyssal Shield.
Steamsaw Mayhem deactivates Mental Tyranny.
Steamsaw Mayhem deactivates Mow Down.
Steamsaw Mayhem deactivates Overkill.
Steamsaw Mayhem deactivates Eternal Suffering.
Steamsaw Mayhem deactivates Molten Iron Blood.
Steamsaw Mayhem deactivates Blood Vengeance.





































































































































































































