











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 | Drem | 
| Class | Adventurer | 
| Level / Exp | 74 / 27% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 199 (base 84) | 
| Dexterity | 82 (base 43) | 
| Constitution | 44 (base 39) | 
| Magic | 66 (base 50) | 
| Willpower | 101 (base 66) | 
| Cunning | 64 (base 22) | 
Resources
| Life | 2468/2468 | 
| Paradox | 309 | 
| Steam | 100/100 | 
| Hate | 75/100 | 
| Psi | 181/181 | 
| Vim | 374/374 | 
| Insanity | 0/100 | 
| Positive | 239/239 | 
| Stamina | 498/498 | 
| Equilibrium | 15 | 
| Healing Factor | 0.73831775700932 | 
| Regeneration | 6.0911214953269 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25.76614336187% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 17 | 
| Infravision | 5 | 
| See Stealth | 37.390773745007 | 
| See Invisible | 40.390773745007 | 
| ESP Range | 10 | 
| ESP Kinds | dragon, demon/minor, demon/major | 
Offense: Mainhand
| Damage | 274 | 
| Accuracy | 65 | 
| Crit Chance | 24% | 
| APR | 22 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 142 | 
| Accuracy | 65 | 
| Crit Chance | 24% | 
| APR | 22 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 68 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 61 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +15% | 
| Physical | +25% | 
| Mind | +21% | 
| All | 0% | 
| Darkness | +38% | 
| Light | +58% | 
| Temporal | +15% | 
| Fire | +38% | 
| Nature | +3% | 
Offense: Damage Penetration
| Light | +10% | 
| Fire | +10% | 
| Physical | +8% | 
| Mind | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 137.0541725205 (66.666666666667%) | 
| Defense | 49 | 
| Ranged Defense | 58 | 
| Fatigue | 0 | 
| Physical Save | 58 | 
| Spell Save | 54 | 
| Mental Save | 64 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Arcane | + 21%( 70%) | 
| Cold | + 38%( 70%) | 
| All | + 13%( 70%) | 
| Mind | + 49%( 70%) | 
| Darkness | + 28%( 70%) | 
| Light | + 39%( 70%) | 
| Temporal | + 41%( 70%) | 
| Physical | + 52%( 70%) | 
| Lightning | + 30%( 70%) | 
| Fire | + 69%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 100% | 
| Poison Resistance | 75% | 
| Blind Resistance | 100% | 
| Silence Resistance | 46% | 
| Bleed Resistance | 70% | 
| Disarm Resistance | 36% | 
| Pinning Resistance | 34% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 956 damage for 8 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 179% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat.  | 
Class Talents
| Celestial / Guardian | 1.00 | 
  | 7/5 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
| Psionic / Absorption | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
| Demented / Path of horror | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Agility | 1.00 | 
  | 7/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Demonic pact | 1.00 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Corruption / Doom shield | 1.00 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Flux | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield defense | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Earthen power | 1.00 | 
  | 6/5 | 
  | 1/5 | 
  | 7/5 | 
  | 1/5 | 
| Psionic / Psi-fighting | 1.00 | 
  | 1/5 | 
  | 7/5 | 
  | 5/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 7/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 4/5 | 
  | 3/5 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Drem | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cursed / Dark sustenance | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 7/5 | 
| Celestial / Chants | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 7/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Shield of Light | 
| talent | Chant of Fortitude | 
| talent | Charged Shield | 
| talent | Augmentation | 
| talent | Reality Smearing | 
| talent | Shards | 
| talent | Hardened Core | 
| talent | Shield Wall | 
| talent | Kinetic Shield | 
| detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger | 
| beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning | 
Quests
Wake up and kill the dreaming horror boss 'Yvildawen the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 22) | failed | 
Wake up and kill the dreaming horror boss 'Isetta the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 39)You completed the challenge and received: Random Artifact: Mayoldatta (7 def, 14 armour)  | done | 
Wake up and kill the dreaming horror boss 'Poreta the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 82)You completed the challenge and received: +1 Prodigy Point  | done | 
Wake up and kill the dreaming horror boss 'Bethygassra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 84) | failed | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 31)You completed the challenge and received: Random Artifact: Scorpionterror  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41)You completed the challenge and received: Random Artifact: Morbusgrit  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48)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: Random Artifact: Nighttouch (31-37.2 power, 5 apr, fire element)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 53)You completed the challenge and received: Random Artifact: Emodata (11-14.3 power, 9 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 57)You completed the challenge and received: Random Artifact: Mardynariran (22-33 power, 14 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 61)You completed the challenge and received: Random Artifact: Corruptionwell (4 def, 8 armour)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 67)You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 68)You completed the challenge and received: Random Artifact: Zanagund (2 def, 0 armour)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 71)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Xama (16-22.4 power, 3 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 88)You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 90)You completed the challenge and received: +1 Class Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 91)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 15)2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point  | done | 
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 16)0 / 3 demon spawn killed.  | failed | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 10)You completed the challenge and received: Random Artifact: Ashbiter (9-14.4 power, 10 apr)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 34)You completed the challenge and received: Random Artifact: Infernospire  | 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: Growguile (21-25.2 power, 7 apr, fire element)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 74)You completed the challenge and received: Random Artifact: Sootriver (22.5-31.5 power, 4 apr)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 92)You completed the challenge and received: +3 Stat Points  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 33)Turns left: 0 You completed the challenge and received: +1 Class Point  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 54)Turns left: 0 You completed the challenge and received: Random Artifact: Scorpionraptor (5 def, 10 armour)  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 56)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 21)You completed the challenge and received: +1 Category Point  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 26)You completed the challenge and received: +3 Stat Points  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 49)You completed the challenge and received: +3 Stat Points  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 55)You completed the challenge and received: +1 Category Point  | done | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 58)You completed the challenge and received: Random Artifact: Naturehunger  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 13)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 25)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 30)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 38)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 40)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 60)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 7)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 78)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 79)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 81)You completed the challenge and received: +1 Class Point and +3 Stat Points  | done | 
Leave the level in less than 204 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (204) (Level 76)Turns left: 58 You completed the challenge and received: +3 Stat Points  | done | 
Leave the level in less than 270 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (270) (Level 75)Turns left: 164 You completed the challenge and received: Random Artifact: Plaguedash  | done | 
Leave the level in less than 303 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (303) (Level 69)Turns left: 123 You completed the challenge and received: Random Artifact: Mirestalker  | done | 
Leave the level in less than 321 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (321) (Level 28)Turns left: 147 You completed the challenge and received: +1 Generic Point  | done | 
Leave the level in less than 42 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (42) (Level 52)Turns left: 29 You completed the challenge and received: +1 Class Point  | done | 
Leave the level in less than 45 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (45) (Level 44)Turns left: 29 You completed the challenge and received: +1 Class Point  | done | 
Leave the level in less than 54 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (54) (Level 17)Turns left: 4 You completed the challenge and received: Random Artifact: Zubarewyn  | done | 
Leave the level in less than 60 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (60) (Level 46)Turns left: 15 You completed the challenge and received: Random Artifact: Obsidiangasher (25-30 power, 5 apr, arcane element)  | done | 
Leave the level in less than 93 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (93) (Level 59)Turns left: 52 You completed the challenge and received: Random Artifact: Flashsorrow (69-103.5 power, 4 apr)  | 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 |  Eclipse (18-21.6 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talents granted: +5 Flame Bolts +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.  | 
| On hands |  heroic voratun gauntlets of sorrow (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 31 mind / 34 darkness Mental save: +0 (+0 eff.) Maximum life: +73.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  ethereal alchemist's lamp of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Spellpower: +9 (+2 eff.) Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 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 252.46 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Moldonslaught the voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +7 Str / +5 Dex / +3 Mag / +10 Wil / +12 Cun Changes resistances: +5% arcane / +3% nature Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +13 (+4 eff.) Mindpower: +6 (+1 eff.) Light radius: +9 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On feet |  undeterred pair of drakeskin leather boots of strife (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Con / +5 Wil Changes resistances penetration: +8% physical Silence immunity: +46% Confusion immunity: +36% Stun/Freeze immunity: +37% Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 43 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
| Tool |  voratun pickaxe of wreckage (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +7 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  warrior's voratun ring of tenacity  | 
| On fingers |  Silorenor Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +9 Cun / +3 Dex Changes resistances: +5% arcane Mental save: +7 (+2 eff.) Confusion immunity: +20% Vim when hit: +0.00 Vim when hitting in melee: +3.00 Light radius: +3 Rings can have magical properties.  | 
| Around neck |  ZubarewynInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% acid / +3% temporal / +3% darkness / +9% cold / +15% mind / +6% nature Changes damage: +6% mind Physical save: +18 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+3 eff.) Poison immunity: +5% Confusion immunity: +22% Stun/Freeze immunity: +5% Amulets can have magical properties.  | 
| In main hand |  Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Requires: - Willpower 28 - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +45% fire / +12% mind / +20% light Reduce damage by fixed amount: +25 fire Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 94.90 to 118.63 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind.  | 
| Around waist |  Neira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 265, based on Magic) for 10 turns, costing 11 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira.  | 
| In off hand |  Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Requires: - Dexterity 40 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +35% physical / +30% temporal Reduce damage by fixed amount: +25 physical / +20 all Talent granted: +5 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.  | 
| Cloak |  Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
| Main armor |  Chromatic Harness (10 def, 14 armour) Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +25% Knockback immunity: +50% Life regen: +10.00 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.  | 
Inventory
 medical injector implant (efficiency 179% / cooldown 69%)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 179% efficiency and cooldown mod of 69%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 101% / cooldown 57%)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 101% efficiency and cooldown mod of 57%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 80% / cooldown 54%)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 80% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant (steam 15)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: 25 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. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the wizard (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.5 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 heroism infusion (+8 for 13 turns, die at -664)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: 23 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 -664 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.  | 
 movement infusion (712% speed; 8 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the duelist (879% speed; 9 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 879% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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.  | 
 regeneration infusion (heal 408 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion of the psychic (heal 551 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 551 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 wild infusion of the warrior (resist 50%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 50% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces.  | 
 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.  | 
 Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer.  | 
 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.  | 
 Hurodurak the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% mind Changes resistances penetration: +25% acid / +15% mind Amulets can have magical properties.  | 
 ScorpionterrorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +5 Cun / +6 Con Changes resistances: +3% nature / +5% arcane Changes resistances penetration: +15% arcane / +15% nature Changes damage: +15% nature / +3% arcane Talent mastery: +0.21 Technique / Combat techniques Life regen: +0.70 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties.  | 
 The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
 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.  | 
 clarifying copper amulet of mastery (0.10 Corruption / Oppression)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.10 Corruption / Oppression Confusion immunity: +22% Amulets can have magical properties.  | 
 clarifying voratun amulet of perfection (0.40 Psionic / Solipsism,0.40 Chronomancy / Fate Weaving)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% mind Talent masteries: +0.40 Psionic / Solipsism +0.40 Chronomancy / Fate Weaving Confusion immunity: +35% Amulets can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.cleansing voratun amulet of murder Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +19 Changes resistances: +30% nature / +30% blight Critical mult.: +20.00% Poison immunity: +50% Disease immunity: +50% Amulets can have magical properties.  | 
 protective voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+4 eff.) Damage (Melee): 10 light / 10 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 11% chance to blind Changes resistances cap: +5% all Changes damage: +11% light / +10% darkness Physical save: +24 (+6 eff.) Amulets can have magical properties.  | 
 starlit stralite amulet of perfection (0.34 Cursed / Gloom,0.34 Wild-gift / Dwarven nature)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% light / +24% darkness Talent masteries: +0.34 Cursed / Gloom +0.34 Wild-gift / Dwarven nature Blindness immunity: +44% Amulets can have magical properties.  | 
 voratun amulet 'Mucksmasher'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 13% chance to blind Changes resistances: +9% nature Changes resistances cap: +6% all Changes damage: +15% light / +12% darkness Physical save: +57 (+14 eff.) Teleport immunity: +50% Maximum life: +30.00 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 8 turns. Amulets can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 light / 15 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 11% chance to blind Changes damage: +15% light / +15% darkness Amulets can have magical properties.  | 
 NimbusstingerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +34% light / +18% blight Changes resistances penetration: +15% blight Changes damage: +17% light Silence immunity: +10% Confusion immunity: +15% Knockback immunity: +15% Only die when reaching: -40.00 life Rings can have magical properties.  | 
 Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 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 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 20.09 cold and 25.11 physical damage (based on Willpower) each turn and knocking opponents back, costing 31 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 (+3 eff.) Silence immunity: +30% 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 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 186.66 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.  | 
 conjurer's steel ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+2 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties.  | 
 gladiator's steel ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +18% acid / +18% fire / +18% lightning / +18% cold Rings can have magical properties.  | 
 marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes stats: +4 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
 marksman's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Changes stats: +5 Dex Spellpower: +5 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties.  | 
 marksman's stralite ring of time (+16%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +16% temporal Changes damage: +16% temporal Rings can have magical properties.  | 
 mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Vim when hit: +0.00 Maximum life: +20.00 Rings can have magical properties.  | 
 mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +26 Blindness immunity: +24% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings can have magical properties.  | 
 painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +7 Cun Changes damage: +7% all Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +17 (+4 eff.) Mindpower: +13 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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.  | 
 pixie's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun / +6 Mag Spellpower: +5 (+1 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties.  | 
 psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties.  | 
 savage's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Cun / +3 Con Spell save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +15.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties.  | 
 savior's copper ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties.  | 
 savior's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +10 (+3 eff.) Physical save: +16 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +13 (+4 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties.  | 
 sneakthief's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Effects on melee hit: * 27% chance to blind Damage (Melee): 41 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 35 light Changes stats: +8 Cun / +9 Dex Rings can have magical properties.  | 
 solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +13 (+4 eff.) Changes stats: +7 Cun / +8 Wil Mindpower: +12 (+3 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties.  | 
 steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Vim when hit: +0.00 Maximum life: +22.00 Rings can have magical properties.  | 
 treant's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun Changes resistances: +10% nature / +10% blight Poison immunity: +22% Disease immunity: +22% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties.  | 
 voratun ring 'Kihir'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +19 (+4 eff.) Defense: +20 (+6 eff.) Changes stats: +7 Wil / +17 Cun / +2 Con Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +20% mind Changes damage: +8% all Life regen: +0.60 Spellpower: +19 (+4 eff.) Mindpower: +35 (+8 eff.) Rings can have magical properties.  | 
 wizard'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: * 19% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun / +10 Mag Spell save: +20 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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.  | 
 wizard's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+5 eff.) Disarm immunity: +46% Pinning immunity: +46% Knockback immunity: +49% Maximum life: +50.00 Rings can have magical properties.  | 
 Brenygorion the voratun battleaxe (57-85.5 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 49% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +35 mind When wielded/worn: Accuracy: +21 (+6 eff.) Physical crit. chance: +18.0% Defense: +21 (+7 eff.) Changes stats: +2 Dex / +10 Wil / +10 Cun Changes resistances: +6% lightning / +3% physical / +3% temporal Disarm immunity: +57% Maximum stamina: +15.00 Massive two-handed battleaxes.  | 
 Sootjustice the voratun battleaxe (57.5-86.25 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +12 darkness When wielded/worn: Changes stats: +3 Str / +3 Mag Changes resistances: +5% arcane / +9% cold Grants telepathy: All Spell save: +30 (+9 eff.) Massive two-handed battleaxes.  | 
 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: 55% Dex, 45% Str 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.  | 
 This item will automatically be transmogrified when you leave the level.quick steel dagger of ruin (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Changes stats: +3 Dex Critical mult.: +12.00% Sharp, short and deadly.  | 
 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 stat: 140% Str 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 336.25 to 1008.75 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 902.50 to 1805.00 physical damage (based on Strength) to each, costing 26 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.  | 
 The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+3 eff.) Changes damage: +0% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 13 power out of 25/25) : Effective talent level: 3.0 Power cost: 13 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion."  | 
 Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.  | 
 This item will automatically be transmogrified when you leave the level.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: 10% Mag, 130% Str 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.  | 
 Sawrd (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel greatsword of purging (34.5-55.2 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +6% Massive two-handed swords.  | 
 The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +0% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world."  | 
 This item will automatically be transmogrified when you leave the level.quick iron longsword of vileness (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 111% On weapon hit: * 10% chance to disease Damage (Melee): +9 blight When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +2 Dex Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.chilling stralite mace of phasing (37.5-52.5 power, 18 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +25 cold Blunt and deadly.  | 
 Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 16 power out of 30/30) : Effective talent level: 3.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 54.10 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall.  | 
 This item will automatically be transmogrified when you leave the level.dreamer's vined mindstar of venom (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural venom should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +13% mind / +10% acid Changes resistances penetration: +11% acid Changes damage: +11% acid Mental save: +6 (+2 eff.) Life regen: +1.10 Maximum psi: +24.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.Nimbusreek (25-30 power, 5 apr, blight element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical power: +12 (+3 eff.) Armour: +6 Defense: +13 (+4 eff.) Effects on melee hit: * 17% chance to blind * 40% chance to daze at end of turn Changes stats: +9 Con Changes resistances: +12% lightning / +4% physical Changes damage: +25% blight / +9% nature Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 127.10 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
 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: 130% 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.  | 
 Telos's Staff (Top Half) (35-42 power, 0 apr, arcane 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: 100% 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% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff.  | 
 This item will automatically be transmogrified when you leave the level.cruel dragonbone starstaff of blasting (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +24 (+6 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 63.36 to 76.03 temporal damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.void walker's yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +11% darkness / +11% temporal Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +31% Reduces paradox anomalies(equivalent to willpower): +19 Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.Zubuthra the Ebonyhunt Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +13 lightning Burst (radius 1) on hit: +2 darkness / +6 temporal Burst (radius 2) on crit: +8 darkness Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +30% darkness / +15% temporal Changes damage: +14% lightning / +9% fire / +6% darkness / +9% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.Blazegrinder (42-63 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature 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 stat: 100% Str 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: +96 On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +8 lightning Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 cold When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage (Melee): 8 cold Damage when hit (Melee): 20 ice Changes resistances: +6% arcane Changes resistances penetration: +15% mind / +15% darkness Changes damage: +3% blight Talent granted: +3 Block Mental save: +6 (+2 eff.) Poison immunity: +10% Cut immunity: +25% Teleport immunity: +5% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 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!  | 
 Razorlock (25-37.5 power, 24 apr)Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Fatigue: +13% Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though.  | 
 This item will automatically be transmogrified when you leave the level.wintry voratun steamsaw of torment (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str 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: +90 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +27 cold When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +20% cold Changes resistances penetration: +15% mind / +8% darkness 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!  | 
 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 stat: 140% Str 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 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 31 power out of 150/150) : Effective talent level: 3.0 Power cost: 31 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 205.60. 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.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's orite trident of crippling (40-64 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +24 fire When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +19% fire Global speed: +7% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Steampower: +5 (+2 eff.) It can be used to generate a personal shield that absorbs up to 208 damage and damages attackers striking the wearer for 36 fire damage while it lasts (based on Cunning), costing 13 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier.  | 
 Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 Hurudar the elven-silk cloak (12 def, 14 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+4 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +25% acid Changes damage: +6% acid Only die when reaching: -80.00 life Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally.  | 
 This item will automatically be transmogrified when you leave the level.ancient linen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +7% temporal / +7% physical Changes damage: +8% temporal / +8% physical Mana each turn: +0.16 Maximum mana: +52.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.sunsealed silk robe (10 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes stats: +9 Mag Changes resistances: +13% light / +13% darkness Changes damage: +17% light Maximum life: +50.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 13 power out of 24/24. A wispy purple aura surrounds these translucent black boots.  | 
 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 Pinning immunity: +600% Knockback immunity: +100% 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 8 power out of 20/20) : Effective talent level: 3.0 Power cost: 8 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 66.52 lightning damage. When it reaches its target, it explodes in a radius of 3 for 120.36 lightning damage and 150.45 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!  | 
 Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power!  | 
 Ulagarath (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% fire / +6% nature / +6% light Maximum encumbrance: +38 Physical save: +8 (+2 eff.) Spell save: +31 (+9 eff.) Psi when hit: +0.08 Mental crit. chance: +8% A pair of boots made of leather.  | 
 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 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows.  | 
 Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
 reinforced pair of voratun boots of strife (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +4 Con / +4 Wil Changes resistances: +8% acid / +10% fire / +11% lightning / +12% cold Changes resistances penetration: +6% physical Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 43 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.  | 
 This item will automatically be transmogrified when you leave the level.scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 (+1 eff.) A pair of boots made of leather.  | 
 Betagavea (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% mind Changes damage: +6% mind Mental save: +30 (+8 eff.) Life regen: +1.30 Stamina each turn: +1.00 Equilibrium when hit: +0.08 Maximum stamina: +16.00 Mindpower: +14 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Cloudtide (0 def, 17 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +17 Damage (Melee): 15 blight Changes resistances: +10% blight / +15% cold / +9% nature / +12% acid Changes resistances penetration: +15% lightning Changes damage: +7% blight Disarm immunity: +25% Pinning immunity: +15% Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
 Flashoracle the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +25% temporal Changes damage: +6% lightning / +15% temporal Life regen: +3.40 Stamina each turn: +1.20 Psi each turn: +0.15 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Glimmerswift the drakeskin leather gloves (0 def, 5 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 (+9 eff.) Armour penetration: +31 Physical crit. chance: +1.0% Physical power: +28 (+6 eff.) Armour: +5 Changes resistances: +40% blight Changes resistances penetration: +5% physical Physical save: +10 (+3 eff.) Spell save: +53 (+15 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +50% Only die when reaching: -20.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Glowreeve the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Cun / +6 Con Changes damage: +15% light Grants telepathy: Demon/Minor Demon/Major Life regen: +1.50 Stamina each turn: +0.70 Equilibrium when hit: +0.16 Maximum stamina: +15.00 Heals friendly targets nearby when you use a nature summon: +30 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 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.  | 
 Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power!  | 
 Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 2.0 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 577.11 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.  | 
 alchemist's drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 8 acid / 7 fire / 7 cold / 16 arcane / 8 lightning Changes stats: +12 Mag / +10 Wil Changes resistances: +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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.  | 
 brawler's drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +5 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Life regen: +3.70 Stamina each turn: +1.00 Psi each turn: +0.32 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +8 Str / +3 Dex / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Disarm immunity: +33% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 brawler's drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Changes stats: +5 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +14 (+4 eff.) Spell crit. chance: +19% Mental crit. chance: +12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 dwarven-steel gauntlets 'Loruregovon' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Fatigue: -8% Damage (Melee): 11 lightning / 7 physical Changes stats: +2 Con / +4 Mag Changes resistances: +7% lightning Changes damage: +6% lightning / +5% physical / +7% arcane Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Infravision radius: +2 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 heroic dwarven-steel gauntlets of regeneration (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +8 (+2 eff.) Life regen: +3.60 Stamina each turn: +0.70 Psi each turn: +0.19 Maximum life: +50.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 heroic hardened leather gloves of the juggernaut (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Con Physical save: +14 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +26% Maximum life: +49.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 heroic voratun gauntlets of the iron hand (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +5 Str / +4 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Mental save: +10 (+3 eff.) Disarm immunity: +50% Maximum life: +70.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +18.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 restful hardened leather gloves of sorrow (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 16 mind / 13 darkness Mental save: -12 (-3 eff.) Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +19.00 Mindpower: +3 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 spellstreaming drakeskin leather gloves of sorrow (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 34 mind / 40 darkness Mental save: -6 (-1 eff.) Mana each turn: +0.40 Spellpower: +14 (+3 eff.) Spell crit. chance: +10% Mindpower: +9 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 steady hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Changes stats: +3 Mag Changes damage: +6% arcane Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 stone warden's drakeskin leather gloves of strength (+3) (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +9 Armour Hardiness: +8% Changes stats: +3 Str / +9 Con Changes resistances: +8% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 This item will automatically be transmogrified when you leave the level.Crown of the Elements (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors.  | 
 Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 10 vim draining blight Changes stats: +4 Mag / +8 Wil / +3 Cun Changes damage: +9% blight / +8% arcane Grants telepathy: Dragon Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +5 (+1 eff.) See invisible: +6 It can be used to activate talent Vimsense (costing 13 power out of 45/45) : Effective talent level: 2.0 Power cost: 13 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 24%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.  | 
 This item will automatically be transmogrified when you leave the level.Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers.  | 
 Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Light radius: +0 Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.  | 
 Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 52 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head?  | 
 Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 16 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen."  | 
 Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power!  | 
 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: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
 This item will automatically be transmogrified when you leave the level.Vorariama the elven-silk wizard hat (3 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag Changes resistances: +4% physical / +15% darkness / +15% blight / +12% fire / +15% nature / +18% cold Grants telepathy: Dragon Stun/Freeze immunity: +10% Only die when reaching: -109.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.dragonslayer's hardened leather cap of knowledge (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Wil Changes resistances: +9% acid / +11% fire / +11% lightning / +10% cold Mindpower: +4 (+1 eff.) A cap made of leather.  | 
 elven-silk wizard hat 'Belumira' (3 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +10 Cun / +3 Con Changes damage: +6% arcane Spell save: +30 (+9 eff.) Mental save: +11 (+3 eff.) Poison immunity: +25% Disarm immunity: +10% Stun/Freeze immunity: +15% Life regen: +6.00 Damage Shield Power: +15% It can be used to activate talent Stone Wall, placing all other charms into a 42 cooldown : Effective talent level: 1.0 Power cost: 42 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 138.08 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.stabilizing elven-silk wizard hat of light (+30%) (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Wil Changes resistances: +30% light Changes damage: +20% light Physical save: +15 (+4 eff.) A pointy cloth hat, very wizardly...  | 
 Crystalline Voratun mail armour (11.9 def, 22.1 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +22 Defense: +12 (+4 eff.) Fatigue: +16% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+6 eff.) Spell save: +35 (+10 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour), costing 1 power out of 1/1. A suit of armour made of mail. Transformed with the power of the Spellblaze.  | 
 Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 26 power out of 80/80) : Effective talent level: 3.0 Power cost: 26 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 50.15 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
 This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +9 Cun / +9 Wil Changes resistances: +20% nature / +18% blight Reduced damage from: +15% Unnatural Mental save: +25 (+7 eff.) A suit of armour made of mail.  | 
 Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 26 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 292.63 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again.  | 
 Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 204.60 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.  | 
 This item will automatically be transmogrified when you leave the level.Starwisp (21 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+7 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 10 darkness Changes stats: +5 Dex / +2 Wil Changes resistances: +9% acid / +3% physical / +28% darkness / +29% cold / +3% light / +30% temporal Reduces incoming crit damage: 5.00% Mental save: +9 (+3 eff.) Stun/Freeze immunity: +20% Infravision radius: +2 Movement speed: +20% Defense after a teleport: +22 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 13 turns. A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.multi-hued drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +50% acid / +20% physical / +19% cold / +20% lightning / +16% fire Mindpower: +15 (+3 eff.) A suit of armour made of leather.  | 
 Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 13 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.  | 
 Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Reduce damage by fixed amount: +0 fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame.  | 
 Deflector (22 def, 11 armour, 49-58.8 power, 230 block)Requires: - Dexterity 38 - Talent Agile Defense (level 1) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stat: 130% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +230 When wielded/worn: Armour: +11 Defense: +22 (+7 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+5 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of.  | 
 Glimmerspiker (12 def, 3 armour, 66.5-79.8 power, 202 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +202 On weapon hit: * 52% chance to disease * 24% chance to daze at end of turn Damage (Melee): +4 light Burst (radius 1) on hit: +8 acid When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes resistances: +13% acid / +13% fire / +13% lightning / +13% cold Changes resistances penetration: +10% acid Talent granted: +5 Block Reduces incoming crit damage: 10.00% Maximum life: +84.00 Handheld deflection devices.  | 
 Lunar Shield (12 def, 7 armour, 45-63 power, 250 block)Requires: - Dexterity 35 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Arcane Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow.  | 
 Obsidianmaster (21 def, 12 armour, 84-100.8 power, 317.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 84.0 - 100.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +318 On weapon hit: * 34% chance to daze at end of turn On weapon crit: * smash the target with your shield crippling them Damage against: +10% Horror When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +12 Defense: +21 (+7 eff.) Ranged Defense: +21 (+5 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 18 lightning Changes stats: +4 Str / +3 Dex / +7 Con Changes resistances penetration: +10% physical Changes damage: +6% darkness Talent granted: +5 Block Physical save: +15 (+4 eff.) Handheld deflection devices.  | 
 Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Dexterity 39 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight / +0% physical / +0% fire / +0% acid Reduce damage by fixed amount: +0 acid / +0 physical / +0 fire Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.  | 
 Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield.  | 
 The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +0% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again."  | 
 acidic stralite shield of earthen fury (10 def, 15 armour, 53-63.6 power, 132.5 block)Requires: - Dexterity 35 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +132 On weapon hit: * 26% chance to corrode armour by 30% * deal bonus physical damage equal to your armor When wielded/worn: Armour: +15 Armour Hardiness: +9% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 26 acid Changes resistances: +18% physical Talent granted: +4 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.icy dwarven-steel shield of physical resistance (+16%) (8 def, 2 armour, 32.5-39 power, 78.5 block) Requires: - Dexterity 24 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 Damage (Melee): +16 cold When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 16 ice Changes resistances: +16% physical Talent granted: +3 Block Handheld deflection devices.  | 
 living voratun shield of earthen fury (12 def, 17 armour, 65.5-78.6 power, 187.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +188 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +19 nature When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 nature Changes resistances: +19% blight / +20% physical / +19% nature / +0% fire Reduce damage by fixed amount: +0 fire Talent granted: +5 Block Maximum life: +108.00 Handheld deflection devices.  | 
 scouring voratun shield (12 def, 3 armour, 68-81.6 power, 197 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +197 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to reduce effective powers by 20% * 18 arcane resource burn Changes stats: +4 Con Changes resistances: +12% acid / +0% fire / +5% nature Reduce damage by fixed amount: +0 fire Talent granted: +5 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.sentry's quiver of elm arrows of crippling (45/45, 20-28 power, 11 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +12.0% Capacity: 45 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death.  | 
 9 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.  | 
 709 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.  | 
 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 12 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.  | 
 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 demon seed [Khulmanar, General of Urh'Rok] (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: Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [daelach] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 10, 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 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 [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 43, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +32% fire Reduce damage by fixed amount: +22 fire Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 44, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +32% fire Reduce damage by fixed amount: +22 fire Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 45, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +33% fire Reduce damage by fixed amount: +23 fire 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 [fire imp] (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 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 28, 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 28, 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 35, 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: +4 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 35, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +28% physical Reduce damage by fixed amount: +18 physical Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 36, 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: +4 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 39, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +30% physical Reduce damage by fixed amount: +20 physical Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 45, 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 46, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +33% physical Reduce damage by fixed amount: +23 physical Demon status: alive (15% life). The seed of a demon.  | 
 demon seed [quasit] (level 48, 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 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 [quasit] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield 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 2 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 20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +10 darkness Changes resistances penetration: +13% darkness Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 21, 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: +3 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 25, 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 40, 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 44, 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 44, 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 [water imp] (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 [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 [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 30, 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 30, 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: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 34, 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 40, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +30% acid Reduce damage by fixed amount: +20 acid Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 42, 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.  | 
 demon seed [wretchling] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid 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 (-4 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 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.  | 
 Emelyriassra (dig speed 3 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Changes stats: +3 Str / +1 Wil Changes resistances: +12% cold / +10% fire / +10% darkness / +2% physical Changes damage: +15% mind / +15% fire Critical mult.: +14.00% Mental save: +14 (+4 eff.) Stun/Freeze immunity: +35% Spellpower: +4 (+1 eff.) Spell crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 voratun pickaxe 'Ebonyradiance' (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +10% physical / +18% darkness / +10% fire Changes damage: +6% darkness Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +1.00 Maximum life: +40.00 Maximum stamina: +28.00 Maximum hate: +6.00 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 42 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 7 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.  | 
 6 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.  | 
 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 8 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.  | 
 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 (151 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 piercing alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes resistances: +8% blight / +7% darkness Changes resistances penetration: +7% all Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 33 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 10 power out of 35/35) : Effective talent level: 2.0 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
 Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, 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.  | 
 8 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.  | 
 11 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.  | 
 15 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.  | 
 11 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.  | 
 Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 596.91 fire damage (based on Magic), costing 26 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.  | 
 Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 116% of the healing done. This effect scales with your Magic stat., costing 39 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
amazing fiery salve [power 37] amazing fiery salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (37% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 13 turns. Medical salve.  | 
amazing frost salve [power 37] amazing frost salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 13 turns. Medical salve.  | 
amazing healing salve [power 530] amazing healing salve [power 530]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 50% cooldown modifier. It can be used to heal 530, putting Talent Medical Injector on cooldown for 8 turns. Medical salve.  | 
amazing pain suppressor salve [power 463] amazing pain suppressor salve [power 463]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -463 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve.  | 
amazing unstoppable force salve [power 147] amazing unstoppable force salve [power 147]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 147 and healing factor by half, putting Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
amazing water salve [power 37] amazing water salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 13 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.  | 
 Ivarimithra the voratun torque of charged psionic shield [power 165]  (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +20% acid Changes damage: +9% acid Talent granted: +5 Telekinetic Blast Disease immunity: +10% Cut immunity: +35% Disarm immunity: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 165 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers.  | 
 psionic voratun torque of psychoportation [power 64]  (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 64), putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers.  | 
 voratun torque of kinetic psionic shield [power 127]  (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 127 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers.  | 
 warded voratun torque of thermal psionic shield [power 137]  (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +2 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 137 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers.  | 
 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 (+1 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 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
 10 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.  | 
 Bilebringer [power 10]  (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% blight Changes damage: +3% nature / +9% arcane Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 dragonbone wand of clairvoyance 'Corruptionwill' [power 15]  (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% * 30% chance to daze at end of turn Changes resistances: +6% nature Changes resistances penetration: +5% darkness Changes damage: +6% darkness Talent granted: +10 Void Blast Maximum vim: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 15, power 76 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 overpowered dragonbone wand of conjuration [power 709]  (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 354 to 709, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 12 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.  | 
 14 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.  | 
 11 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.  | 
 11 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.  | 
 5 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.  | 
 23 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
			A Fistful of Gold (Roguelike)
			Buy an item from an AAA.By Bloodwall the Drem Adventurer level 4
21st Voratun 122nd year of Ascendancy at 07:28 see stats
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Bloodwall the Drem Adventurer level 15
21st Profit 122nd year of Ascendancy at 19:24 see stats
			Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.By Bloodwall the Drem Adventurer level 45
30th Loss 122nd year of Ascendancy at 01:07 see stats
			Exterminator (Roguelike)
			Killed 1000 creatures.By Bloodwall the Drem Adventurer level 22
34th Profit 122nd year of Ascendancy at 07:36 see stats
			Infinite x10 (Roguelike)
			Got to level 10 of the infinite dungeon.By Bloodwall the Drem Adventurer level 10
29th Voratun 122nd year of Ascendancy at 22:34 see stats
			Infinite x20 (Roguelike)
			Got to level 20 of the infinite dungeon.By Bloodwall the Drem Adventurer level 18
25th Profit 122nd year of Ascendancy at 23:25 see stats
			Infinite x30 (Roguelike)
			Got to level 30 of the infinite dungeon.By Bloodwall the Drem Adventurer level 28
7th Wealth 122nd year of Ascendancy at 14:09 see stats
			Infinite x40 (Roguelike)
			Got to level 40 of the infinite dungeon.By Bloodwall the Drem Adventurer level 33
13rd Dearth 122nd year of Ascendancy at 16:04 see stats
			Infinite x50 (Roguelike)
			Got to level 50 of the infinite dungeon.By Bloodwall the Drem Adventurer level 40
9th Loss 122nd year of Ascendancy at 13:29 see stats
			Infinite x60 (Roguelike)
			Got to level 60 of the infinite dungeon.By Bloodwall the Drem Adventurer level 46
1st Shortage 122nd year of Ascendancy at 06:37 see stats
			Infinite x70 (Roguelike)
			Got to level 70 of the infinite dungeon.By Bloodwall the Drem Adventurer level 56
3rd Iron 123rd year of Ascendancy at 20:02 see stats
			Infinite x80 (Roguelike)
			Got to level 80 of the infinite dungeon.By Bloodwall the Drem Adventurer level 60
27th Iron 123rd year of Ascendancy at 03:17 see stats
			Infinite x90 (Roguelike)
			Got to level 90 of the infinite dungeon.By Bloodwall the Drem Adventurer level 70
27th Steel 123rd year of Ascendancy at 03:44 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By Bloodwall the Drem Adventurer level 10
28th Voratun 122nd year of Ascendancy at 08:51 see stats
			Level 20 (Roguelike)
			Got a character to level 20.By Bloodwall the Drem Adventurer level 20
27th Profit 122nd year of Ascendancy at 16:24 see stats
			Level 30 (Roguelike)
			Got a character to level 30.By Bloodwall the Drem Adventurer level 30
17th Wealth 122nd year of Ascendancy at 02:29 see stats
			Level 40 (Roguelike)
			Got a character to level 40.By Bloodwall the Drem Adventurer level 40
9th Loss 122nd year of Ascendancy at 05:31 see stats
			Level 50 (Roguelike)
			Got a character to level 50.By Bloodwall the Drem Adventurer level 50
12nd Shortage 122nd year of Ascendancy at 08:30 see stats
			Shasshhiy'Kaish (Roguelike)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Bloodwall the Drem Adventurer level 44
24th Loss 122nd year of Ascendancy at 02:37 see stats
			Size is everything (Roguelike)
			Did over 1500 damage in one attack.By Bloodwall the Drem Adventurer level 55
24th Shortage 122nd year of Ascendancy at 16:23 see stats
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Bloodwall the Drem Adventurer level 41
15th Loss 122nd year of Ascendancy at 06:18 see stats
			That was close (Roguelike)
			Killed your target while having only 1 life left.By Bloodwall the Drem Adventurer level 54
22nd Shortage 122nd year of Ascendancy at 16:35 see stats
			The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.By Bloodwall the Drem Adventurer level 72
32nd Steel 123rd year of Ascendancy at 00:43 see stats
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Bloodwall the Drem Adventurer level 32
10th Dearth 122nd year of Ascendancy at 03:58 see stats
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Bloodwall the Drem Adventurer level 23
36th Profit 122nd year of Ascendancy at 23:16 see stats
Log
Bloodwall performs a melee critical strike against Fire drake!
Bloodwall receives 43 healing.
Bloodwall hits Fire drake for 735 light damage.
Fire drake hits Bloodwall for (8 resist armour), 0 fire, (8 resist armour), (0 deflected), 0 fire (0 total damage).
Bloodwall killed Fire drake!
Resting starts...
Bloodwall retunes the fabric of spacetime.
The shield around Bloodwall crumbles.
Talent Elemental Surge is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
You pickup 0.65 gold pieces.
You pickup 3.00 gold pieces.
You pickup 0.40 gold pieces.
You pickup 0.45 gold pieces.
Ran for 3 turns (stop reason: hostile spotted to the north (yaech psion - offscreen)).
Resting starts...
Bloodwall retunes the fabric of spacetime.
Rested for 0 turns (stop reason: hostile spotted to the north (yaech psion - offscreen)).
Bloodwall deactivates Charged Shield.
Bloodwall deactivates Kinetic Shield.
Bloodwall deactivates Augmentation.
Bloodwall deactivates Shards.
Bloodwall deactivates Shield of Light.
Bloodwall deactivates Chant of Fortitude.
Bloodwall deactivates Hardened Core.
Bloodwall deactivates Shield Wall.
Bloodwall deactivates Reality Smearing.



































































































































































































































