




















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Ogre | 
| Class | Writhing One | 
| Level / Exp | 50 / 2044% | 
| Size | big | 
| Lifes / Deaths | Killed by thought-forged warrior at level 21 on the 65th Haze 122nd year of Ascendancy at 07:141 / 6 Killed by Urkis, the High Tempest at level 21 on the 9th Decay 122nd year of Ascendancy at 08:35 Killed by Vorota the dredge captain at level 24 on the 26th Regrowth 123rd year of Ascendancy at 15:52 Killed by Salora the Flamebringer at level 50 on the 40th Haze 123rd year of Ascendancy at 21:26 Killed by orc pyromancer at level 50 on the 76th Haze 123rd year of Ascendancy at 16:36 Killed by Argoniel at level 50 on the 14th Regrowth 124th year of Ascendancy at 22:38 | 
Primary Stats
| Strength | 113 (base 60) | 
| Dexterity | 41 (base 15) | 
| Constitution | 82 (base 60) | 
| Magic | 95 (base 60) | 
| Willpower | 29 (base 10) | 
| Cunning | 85 (base 36) | 
Resources
| Mana | 344/369 | 
| Life | 1583/2132 | 
| Insanity | 56/100 | 
| Stamina | 262/274 | 
| Paradox | 300 | 
| Healing Factor | 0.8648269453966 | 
| Regeneration | 9.7293031357117 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +32.44168646096% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 23 | 
| Infravision | 5 | 
| See Stealth | 96.668763219123 | 
| See Invisible | 94.668763219123 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 251 | 
| Accuracy | 54 | 
| Crit Chance | 73% | 
| APR | 67 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 68 | 
| Crit Chance | 56% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 43 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +86% | 
| Acid | +36% | 
| Light | +93% | 
| Temporal | +36% | 
| Blight | +101% | 
| Physical | +40% | 
| Fire | +45% | 
| All | +30% | 
Offense: Damage Penetration
| Acid | +56% | 
| Light | +51% | 
| Temporal | +56% | 
| Blight | +56% | 
| Arcane | +56% | 
| Darkness | +51% | 
| All | +36% | 
Defense: Base
| Armour (hardiness) | 39.860557525623 (88.568973732692%) | 
| Defense | 74 | 
| Ranged Defense | 74 | 
| Fatigue | 35 | 
| Physical Save | 49 | 
| Spell Save | 51 | 
| Mental Save | 57 | 
Defense: Resistances
| Acid | + 46%( 70%) | 
| Arcane | + 24%( 70%) | 
| Cold | + 52%( 70%) | 
| All | + 19%( 70%) | 
| Lightning | + 32%( 70%) | 
| Light | + 75%( 75%) | 
| Temporal | + 34%( 70%) | 
| Physical | + 33%( 70%) | 
| Darkness | + 56%( 75%) | 
| Fire | + 27%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 100% | 
| Silence Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (6/6)
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 198 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 832 damage for 6 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 616 life over 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 918% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. | 
Class Talents
| Demented / Disfigured face | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Daunting Presence | 
| talent | Premonition | 
| talent | Chaos Orbs | 
| talent | Chant of Fortitude | 
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 15% feedback damage from all damage done.Empathic Hex | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns).Runic Saturation | 
| detrimental effect | The target is infected by a disease, doing 72.85 blight damage per turn and reducing healing received by 76%.Epidemic Each non-disease blight damage done to it will spread the disease. | 
| beneficial effect | The target's spellpower has been increased by 18.Spellsurge | 
| beneficial effect | 5 stacks, +15% to all damage dealt.Chaos Orbs | 
| beneficial effect | Reduces light damage received by 19%.Premonition Shield | 
| beneficial effect | The target is protected from silence effects.Sanctity | 
| detrimental effect | The target has been splashed with acid, taking 18.23 acid damage per turn, reducing armour by 27 and attack by 24.Acid Splash | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns).Infusion Saturation | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | completed | 
| You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell.Escort: injured seer (level 6 of Dreadfell) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell.Escort: injured seer (level 7 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell.Escort: lost sun paladin (level 5 of Dreadfell) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.Escort: lost warrior (level 3 of Dreadfell) As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Daikara.Escort: repented thief (level 1 of Daikara) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair.Escort: repented thief (level 3 of Norgos Lair) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire.Escort: temporal explorer (level 2 of Trollmire) As a reward you improved talent Precognition (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest.Escort: temporal explorer (level 3 of Old Forest) As a reward you improved talent Foresight (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1562. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 5 lumberjacks have died. | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Scorched Boots (4 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 20 power out of 18/40) : Effective talent level: 3.0 Power cost: 20 out of 18/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 44.20 blight damage and is poisoned for 176.80 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. | 
| Quiver |  Shadowpiety (18/18, 44-52 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +15.0% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * 22% chance to reduce all saves and defense by 27 * Create an explosion dealing 130 cold damage (1/turn) On weapon crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +25 mind / +8 darkness Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. | 
| Light source |  The Eye of Agortha Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +15% darkness Changes resistances penetration: +5% acid / +11% all Changes damage: +15% light / +12% blight Damage affinity(heal): +5% light Blindness immunity: +88% Confusion immunity: +57% Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +22 See stealth: +50 See invisible: +45 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 6.5 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  drakeskin leather cap 'Splendourraven' (6 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +5 Defense: +6 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Str / +8 Dex / +5 Cun / +5 Con Changes resistances: +12% acid / +6% light / +3% darkness Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. | 
| Tool |  Rog [power 410]  (10 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +6% lightning / +2% physical Physical save: +6 (+2 eff.) Blindness immunity: +20% Confusion immunity: +24% It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 574 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage penetration by 26% for 2 turns. * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Lugonia Solar Implant Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +9 Str / +11 Mag / +8 Wil / +8 Cun / +9 Con Changes resistances: +80% light / +6% arcane Changes damage: +40% light Spell save: +6 (+2 eff.) Spell crit. chance: +1% Mindpower: +15 (+4 eff.) Rings make your fingers look great! | 
| On fingers |  Shadowraptor Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Damage when hit (Melee): 10 acid Changes resistances penetration: +15% acid Changes damage: +6% acid / +15% darkness / +8% all Mental save: +12 (+3 eff.) Silence immunity: +35% Confusion immunity: +34% Mana each turn: +0.27 Spellpower: +18 (+3 eff.) Mindpower: +9 (+2 eff.) Rings make your fingers look great! | 
| Around waist |  Reality Tether Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +8 Wil Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Changes damage: +6% temporal Damage against: +35% Summoned Reduced damage from: +45% Summoned Critical mult.: +29.00% Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. | 
| In main hand |  voratun greatsword 'Malitoneg' (64-102 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce all saves and defense by 27 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +17 blight / +4 mind Damage (radius 1) on hit: +8 temporal Damage (radius 2) on crit: +12 mind When wielded/worn: Armour penetration: +20 Physical crit. chance: +14.0% Changes resistances: +12% temporal Critical mult.: +49.00% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. | 
| Main armor |  Poluth (15 def, 25 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +15 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 8 acid Changes stats: +9 Cun / +8 Str Changes resistances: +12% acid / +15% physical / +17% darkness Changes damage: +6% blight Mental save: +21 (+6 eff.) Life regen: +11.00 Maximum life: +80.00 Light radius: +2 Healing mod.: +20% It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. | 
| Cloak |  Death's Dynamic Shroud (3 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +21 Armour: +13 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +8 Dex Changes resistances: +9% acid / +40% cold / +10% lightning / +10% fire Changes resistances penetration: +20% blight / +20% arcane Changes damage: +12% blight Critical mult.: +40.00% Stealth bonus: +15 Spell save: +12 (+4 eff.) See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Pendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 20 power out of 44/60) : Effective talent level: 3.0 Power cost: 20 out of 44/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 36 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. | 
Inventory
|  Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. | 
|  healing infusion of the titan (heal 282; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 282 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the warrior (heal 336; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 336 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the titan (die at -746; dur 8; cd 31) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -746 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 938 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the sneak (speed 844%; cd 9) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 844% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the titan (speed 952%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 952% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the wizard (speed 992%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 992% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the duelist (heal 253; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. 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 nature talent. | 
|  wild infusion of the titan (res 42%; magical, mental; dur 4; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 39%; mental, physical; dur 3; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 39%; magical, physical; dur 4; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 44%; physical; dur 2; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Undeath Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Prismatic Rune (6 turns; acid, physical, light, fire, arcane, darkness) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 light, 4 fire, 3 arcane, 3 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of the Rift (266.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 361.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 119; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the duelist (absorb 90; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the psychic (absorb 74; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the warrior (absorb 167; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 167 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the psychic (absorb 173; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 173 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the warrior (absorb 491; dur 3; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 491 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Ancient Tome titled 'Gems and their uses' 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! | 
|  Filthworth Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances: +9% nature / +1% physical Changes resistances penetration: +10% darkness Life regen: +3.00 Amulets make your neck look great! | 
|  Malileregorach Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +32% lightning / +15% fire Changes resistances penetration: +10% blight Changes damage: +15% blight Spell save: +12 (+4 eff.) Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +35% Amulets make your neck look great! | 
|  Vox Powered 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 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. | 
|  copper amulet of mastery (0.10 Demented / Path of horror) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Demented / Path of horror Amulets make your neck look great! | 
|  copper amulet of mastery (0.10 Demented / Tentacles) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Demented / Tentacles Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. protective voratun amulet of magic (+7) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Changes stats: +7 Mag Changes resistances cap: +5% all Physical save: +19 (+6 eff.) Amulets make your neck look great! | 
|  voratun amulet 'Flashoath' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +2.0% Changes stats: +7 Con / +9 Wil Changes resistances: +25% temporal Changes damage: +6% light Critical mult.: +20.00% Physical save: +9 (+3 eff.) Pinning immunity: +35% Knockback immunity: +38% Life regen: +10.00 Maximum life: +63.00 Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Neraldama the stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 27 Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 27 Damage (Ranged): 25 physical Changes stats: +7 Cun Changes resistances: +6% light Changes damage: +21% mind Cut immunity: +20% Disarm immunity: +20% Pinning immunity: +20% Hate when firing a critical mind attack: +2.00 Only die when reaching: -80.00 life Maximum life: +100.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  Void Orb Powered 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 (+4 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: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 242.66 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. | 
|  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  gold ring 'Gloomwrecker' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 fire Changes stats: +4 Wil Changes resistances penetration: +15% mind Mental save: +16 (+4 eff.) Mental crit. chance: +1% Rings make your fingers look great! | 
|  gold ring 'Xanasera' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Fatigue: -5% Changes stats: +4 Str / +3 Mag / +3 Wil / +1 Cun Maximum encumbrance: +24 Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! | 
|  pixie's gold ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Disarm immunity: +27% Pinning immunity: +28% Knockback immunity: +29% Maximum life: +20.00 Spellpower: +8 (+1 eff.) Rings make your fingers look great! | 
|  stralite ring 'Goretorrent' Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 8 nature Changes stats: +5 Con Changes resistances penetration: +5% light / +10% nature Physical save: +14 (+4 eff.) Spell save: +27 (+9 eff.) Mental save: +13 (+4 eff.) Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  voratun ring 'Lisorille' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Changes stats: +14 Cun / +18 Dex Changes resistances: +18% blight / +5% arcane Changes damage: +18% blight Physical save: +15 (+5 eff.) Disease immunity: +20% Pinning immunity: +20% Psi when hit: +0.12 Rings make your fingers look great! | 
|  warrior's copper ring of blight (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! | 
|  wizard's gold ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Rings make your fingers look great! | 
|  Drake's Bane (45-68 power, 21 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. | 
|  Radhiromirim (56-83 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 31 * Create an explosion dealing 111 acid damage (1/turn) Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +49 (+11 eff.) Armour penetration: +21 Defense: +21 (+5 eff.) Changes resistances: +9% blight Changes resistances penetration: +34% acid / +14% physical / +5% blight Changes damage: +42% acid / +3% temporal Disarm immunity: +66% Massive two-handed battleaxes. | 
|  Life Drinker (42-55 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 26 power out of 50/50) : Effective talent level: 2.0 Power cost: 26 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 20.23 acid and 29.90 blight damage. If not cleared after five turns it will inflict 169.78 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. | 
|  Colaryem (48-77 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. | 
|  Latafayn (68-109 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 7 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. | 
|  warbringer's voratun greatsword of projection (64-103 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +21% Massive two-handed swords. | 
|  Poltergeist's Viperpeal Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +19 (+5 eff.) Physical crit. chance: +10.0% Ammo reloads per turn: +3 Changes stats: +6 Mag Changes resistances penetration: +12% temporal / +5% nature / +14% physical Changes damage: +11% temporal / +3% nature / +12% physical Talent mastery: +0.15 Chronomancy / Bow Threading Stun/Freeze immunity: +60% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. runic dragonbone longbow of acid Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Damage (Ranged): +23 acid When wielded/worn: Changes stats: +9 Mag Changes damage: +15% arcane / +27% acid Spellpower: +18 (+3 eff.) Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. steady dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +28.0% Longbows are used to shoot arrows at your foes. | 
|  The Black Spike (48-67 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 stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) 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 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." | 
|  Twilight's Edge (47-66 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. | 
|  This item will automatically be transmogrified when you leave the level. quick voratun longsword of crippling (42-59 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +13.0% Changes stats: +6 Dex Combat speed: +10% Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. truestriking voratun mace of ruin (46-64 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +30 Physical crit. chance: +12.0% Changes resistances penetration: +13% physical Critical mult.: +25.00% Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. hateful living mindstar of life (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% mind / +10% darkness Changes damage: +12% mind / +25% darkness Talent granted: +1 Attune Mindstar Life regen: +1.30 Maximum life: +36.00 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. | 
|  living mindstar 'Guldanne' (18-20 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 41% Damage (Melee): +4 arcane Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +12 arcane When wielded/worn: Changes resistances: +6% acid / +9% nature / +9% mind Changes resistances penetration: +10% acid / +8% nature / +9% mind Changes damage: +6% acid / +12% arcane / +7% nature / +5% mind Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Life regen: +2.00 Psi when hit: +1.50 Maximum life: +49.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +18% 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. | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 130 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Emelyrin (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Damage (Melee): 24 fire Changes resistances: +3% light / +12% darkness Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +3 Ward +1 Command Staff Critical mult.: +47.00% Confusion immunity: +20% Knockback immunity: +10% Spellpower: +21 (+4 eff.) Spell crit. chance: +12% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. | 
|  Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. | 
|  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: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. | 
|  This item will automatically be transmogrified when you leave the level. magelord's dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 41 arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +120.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes damage: +30% acid Talent granted: +1 Command Staff Mana each turn: +0.27 Maximum mana: +135.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. enhanced voratun waraxe of erosion (40-55 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Changes stats: +10 Str / +10 Dex / +13 Mag / +10 Wil / +10 Cun / +7 Con One-handed war axes. | 
|  voratun waraxe 'Blizzardschism' (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). Damage (Melee): +8 nature / +8 cold When wielded/worn: Accuracy: +21 (+6 eff.) Changes stats: +5 Str Changes resistances penetration: +25% cold Changes damage: +3% cold / +6% nature / +6% physical One-handed war axes. | 
|  Whip of Urh'Rok (55-61 power, 0 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 50% Mag, 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+3 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. | 
|  Burnbright Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +15 Changes stats: +4 Wil Changes resistances penetration: +10% fire Changes damage: +3% fire Critical mult.: +15.00% Mental save: +24 (+6 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Spellpower: +12 (+2 eff.) Mental crit. chance: +2% Light radius: +1 It can be used to create a temporary shield that absorbs 410 damage Activation puts all charms on cooldown for 20 turns. A belt that goes around your waist. | 
|  Ebonysteel the drakeskin leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% fire / +15% cold Changes resistances penetration: +10% darkness Changes damage: +9% blight / +12% temporal Maximum encumbrance: +50 Maximum life: +98.00 Maximum mana: +73.00 Maximum stamina: +54.00 Maximum hate: +18.00 Maximum psi: +31.00 Maximum vim: +36.00 Maximum pos.energy: +36.00 Maximum neg.energy: +37.00 Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. | 
|  Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
|  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. | 
|  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 337, based on Magic) for 10 turns Activation costs 13 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. | 
|  hardened leather belt 'Fulasaharakan' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +6 Mag / +7 Wil Changes resistances: +9% acid / +6% darkness Changes resistances penetration: +25% blight Changes damage: +12% arcane Maximum vim: +30.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +5% A belt that goes around your waist. | 
|  rough leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. | 
|  Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 19 power out of 28/28) : Effective talent level: 2.0 Power cost: 19 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 137.42 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This object's appearance was changed to Guise of the Hated. | 
|  Serpentine Cloak (20 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. | 
|  enveloping kruk cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+1 eff.) A stylish kruk-style cloak, to look awesome. | 
|  This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Spell save: +14 (+5 eff.) Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+9 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. | 
|  This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% acid / +17% physical / +20% fire / +20% cold / +15% all Changes damage: +14% acid / +22% physical / +14% fire / +16% cold Talent cooldown: Refit Golem (-5 turns) Spell save: +20 (+7 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Armurayon the Deepsrebel (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 8 blight Changes stats: +2 Mag / +8 Wil / +5 Cun Changes resistances: +3% darkness / +6% blight Changes damage: +9% blight / +9% darkness Physical save: +11 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Spellpower: +10 (+2 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 17 turns. A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Coalglamour (0 def, 11 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +34 (+8 eff.) Armour penetration: +3 Physical power: +15 (+2 eff.) Armour: +11 Fatigue: +4% Changes stats: +9 Str Changes resistances: +23% darkness / +4% physical Changes resistances penetration: +15% lightning Maximum stamina: +30.00 Spellpower: +12 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Draleg (25 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +25 (+6 eff.) Changes stats: +3 Str / +5 Dex / +3 Con Critical mult.: +10.00% Physical save: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  Duvudin the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Damage when hit (Melee): 2 arcane Changes stats: +1 Wil Changes resistances: +8% lightning / +7% temporal Changes damage: +9% temporal Critical mult.: +10.00% Maximum encumbrance: +32 Physical save: +8 (+2 eff.) Silence immunity: +30% Confusion immunity: +25% Stun/Freeze immunity: +28% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 62% (based on Cunning) Activation costs 33 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Kilnbreeze the pair of rough leather boots (15 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+4 eff.) Changes stats: +1 Cun / +2 Con Changes resistances: +3% blight / +6% fire Physical save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. | 
|  Shoes of Moving Slowly (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. | 
|  Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 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. | 
|  This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Stamina each turn: +1.10 Maximum stamina: +19.00 A pair of boots made of leather. | 
|  blood-soaked pair of hardened leather boots of evasion (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% 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. pair of voratun boots of evasion (10 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Fatigue: +4% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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. restorative pair of voratun boots of evasion (6 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Fatigue: +4% Life regen: +11.00 Healing mod.: +18% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Bethyssra the Lavaoracle (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Fatigue: +3% Damage (Melee): 8 lightning Changes stats: +1 Wil / +2 Con Changes resistances: +6% lightning / +6% fire Changes damage: +4% lightning Mental save: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Eiliniwe the Wildclash (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 54% Changes damage: +3% mind Mental save: +8 (+2 eff.) Maximum life: +46.00 Maximum psi: +50.00 Light radius: +2 Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
|  spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Critical mult.: +7.00% Mana each turn: +0.21 Spellpower: +6 (+1 eff.) Spell crit. chance: +16% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Ce'Nisetta (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% lightning / +6% temporal / +5% light / +5% fire / +7% nature / +6% acid / +8% blight / +8% cold / +8% darkness Changes damage: +18% temporal Mana each turn: +2.50 Psi each turn: +0.26 Mana when hit: +2.40 Maximum mana: +97.00 Spellpower: +8 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Manaflow, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  Crown of Eternal Night (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. | 
|  Islylekira the Poxwilder (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 54% * 10% chance to reduce damage dealt by 22% Changes resistances: +11% darkness / +6% nature / +11% light Changes damage: +6% nature A cap made of leather. | 
|  Nimbus's kiss (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances: +24% lightning / +21% nature / +3% acid Changes damage: +14% nature / +6% lightning Critical mult.: +10.00% Mental crit. chance: +3% A pointy cloth hat, very wizardly... | 
|  Prismkarma (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +5 Str / +12 Dex / +6 Con Changes resistances: +20% darkness Changes damage: +12% light Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Light radius: +2 Infravision radius: +9 See invisible: +6 It can be used to activate talent Battle Cry, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. | 
|  Radiancestreak the dwarven-steel helm (10 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical power: +5 (+1 eff.) Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +9% light Changes damage: +6% physical Physical save: +12 (+4 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Steel Helm of Garkul. | 
|  Salevena the Singehunger (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +3 (+1 eff.) Changes stats: +5 Str / +11 Mag / +13 Wil Changes resistances: +2% physical Changes damage: +19% arcane / +9% fire Maximum mana: +61.00 Spellpower: +10 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  Yaldan Baoth (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 26 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. | 
|  elven-silk wizard hat 'Blindmonster' (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 8 darkness Changes resistances: +28% lightning / +16% physical / +28% darkness / +28% fire / +6% cold Changes damage: +19% lightning / +19% physical / +22% darkness / +19% fire / +3% mind / +6% cold Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. insulating voratun helm of dexterity (+8) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex Changes resistances: +11% fire / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. mindwoven elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +5% lightning / +6% temporal / +7% light / +7% fire / +7% nature / +6% acid / +5% blight / +7% cold / +6% darkness Psi each turn: +0.38 Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. miner's voratun helm of knowledge (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Mindpower: +5 (+1 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. voratun helm 'Blazeclamor' (10 def, 21 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +21 Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 11 lightning Changes resistances: +6% arcane / +23% darkness / +23% light Physical save: +21 (+7 eff.) Spell save: +9 (+3 eff.) Maximum life: +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. voratun helm of blood magic (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +6 Wil Changes damage: +13% blight / +20% arcane Spell crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. voratun helm of fortune (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +14 Lck Spell crit. chance: +6% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 40, based on Cunning and Magic) for 10 turns Activation costs 33 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
|  This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +5 Str / +6 Con Changes resistances: +13% acid / +11% physical / +15% cold / +14% lightning / +13% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +34% Stun/Freeze immunity: +39% Knockback immunity: +35% Maximum life: +42.00 A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of acid resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Wil Changes resistances: +24% blight / +25% darkness / +29% acid Light radius: +2 A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. reinforced voratun shield of resistance (0 def, 18 armour, 284 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Fatigue: +8% Changes resistances: +11% acid / +9% fire / +11% lightning / +9% cold Talent granted: +1 Block Handheld deflection devices. | 
|  6 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  380 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  6 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  8 aquamarine 0.00 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. | 
|  8 lapis lazuli 0.00 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. | 
|  15 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  14 sapphire 0.00 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. | 
|  12 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Pick of Dwarven Emperors (dig speed 12 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 85.70 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
|  Sulfurreaper (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +1 Str / +1 Wil Changes resistances: +3% lightning / +5% arcane Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 52 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Forbidden Tome: "Of Knowledge And Horrors" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. | 
|  Forbidden Tome: "The Day It Came" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden 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? | 
|  Forbidden Tome: "The Illusory Castle" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  7 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  16 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Brightwalker Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 19 fire Changes stats: +2 Str / +4 Dex / +2 Con Changes resistances: +13% fire Changes resistances penetration: +25% blight / +20% fire Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Mayybeth Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% mind / +5% arcane Physical save: +9 (+3 eff.) Disarm immunity: +20% Maximum hate: +2.00 Mindpower: +10 (+3 eff.) Light radius: +4 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  void-walker's alchemist's lamp of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% cold / +10% darkness / +7% temporal Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +8 Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% 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 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 58 blight damage or heals 44 life. Creatures standing in the retch also have 9% 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Crystal Heart Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  71 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  34 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  38 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  11 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  16 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Gwai's Burninator Powered 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 710.50 fire damage (based on Magic) Activation costs 33 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 Recall (3/3) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 131 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 754.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 17 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  This item will automatically be transmogrified when you leave the level. flaming pouch of voratun shots of corruption (22/22, 51-61 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 When this weapon hits: Curse of Impotence (20% chance level 5). Damage (radius 1) on hit: +15 fire Shots are used with slings to pummel your foes to death. | 
|  Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
|  Mayorenn the Scumrend [power 350]  (10 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +7 Wil Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mental crit. chance: +4% It can be used to blast the opponent's mind dealing 455 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 3. * Increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  evasive iron torque of psionic shield [power 23]  (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  extending steel torque of psionic shield [power 47]  (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  extending stralite torque of clear mind [power 3]  (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. | 
|  powerful dwarven-steel torque of psionic shield [power 71]  (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of psionic shield [power 47]  (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Haroladin the yew totem of stinging [power 284]  (10 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +2 Str / +3 Con It can be used to sting an enemy dealing 369 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. | 
|  8 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Tempestblow [power 10]  (10 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +10 Changes damage: +6% lightning Blindness immunity: +10% It can be used to reveal the area around you, dispelling darkness (radius 10, power 83 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 10 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 265.20 temporal and 362.78 darkness damage (based on Magic) Activation costs 13 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. | 
|  soothing elven-wood wand of shielding [power 386]  (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  33 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  41 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  28 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  15 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Croth the Ogre Writhing One level 33
37th Pyre 123rd year of Ascendancy at 21:51 see stats
 A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Croth the Ogre Writhing One level 50
77th Haze 123rd year of Ascendancy at 16:35 see stats
 A living one!
			Was teleported into Caldizar's Fortress, far into the void between the stars.
			A living one!
			Was teleported into Caldizar's Fortress, far into the void between the stars.By Croth the Ogre Writhing One level 40
30th Dusk 123rd year of Ascendancy at 20:38 see stats
 Against all odds
			Killed Ukruk in the ambush.
			Against all odds
			Killed Ukruk in the ambush.By Croth the Ogre Writhing One level 33
36th Pyre 123rd year of Ascendancy at 05:45 see stats
 Anti-Antimagic!
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic!
			Destroyed the Ziguranth camp with your Rhaloren allies.By Croth the Ogre Writhing One level 32
34th Pyre 123rd year of Ascendancy at 11:45 see stats
 Back and there again
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By Croth the Ogre Writhing One level 40
29th Dusk 123rd year of Ascendancy at 02:27 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By Croth the Ogre Writhing One level 35
48th Pyre 123rd year of Ascendancy at 15:31 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Croth the Ogre Writhing One level 17
41st Dusk 122nd year of Ascendancy at 13:05 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By Croth the Ogre Writhing One level 34
44th Pyre 123rd year of Ascendancy at 13:20 see stats
 Dragon's Greed
			Amassed 8000 gold pieces.
			Dragon's Greed
			Amassed 8000 gold pieces.By Croth the Ogre Writhing One level 50
61st Haze 123rd year of Ascendancy at 17:48 see stats
 Evil denied
			Won ToME by preventing the Void portal from opening.
			Evil denied
			Won ToME by preventing the Void portal from opening.By Croth the Ogre Writhing One level 50
15th Regrowth 124th year of Ascendancy at 03:29 see stats
 Explorer
			Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.
			Explorer
			Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Croth the Ogre Writhing One level 41
35th Dusk 123rd year of Ascendancy at 22:48 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Croth the Ogre Writhing One level 18
3rd Haze 122nd year of Ascendancy at 03:14 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Croth the Ogre Writhing One level 22
9th Decay 122nd year of Ascendancy at 23:30 see stats
 Fear of Fours
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours
			Killed all four bosses of the Slime Tunnels.By Croth the Ogre Writhing One level 50
9th Allure 124th year of Ascendancy at 21:10 see stats
 Guiding Hand
			Saved all escorted adventurers.
			Guiding Hand
			Saved all escorted adventurers.By Croth the Ogre Writhing One level 29
58th Regrowth 123rd year of Ascendancy at 16:46 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Croth the Ogre Writhing One level 19
5th Haze 122nd year of Ascendancy at 18:47 see stats
 Is that how it feels to be an escort quest?!
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?!
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Croth the Ogre Writhing One level 31
69th Regrowth 123rd year of Ascendancy at 20:35 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Croth the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 12:05 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Croth the Ogre Writhing One level 20
36th Haze 122nd year of Ascendancy at 05:31 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Croth the Ogre Writhing One level 30
60th Regrowth 123rd year of Ascendancy at 11:19 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Croth the Ogre Writhing One level 40
24th Dusk 123rd year of Ascendancy at 10:47 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By Croth the Ogre Writhing One level 50
18th Haze 123rd year of Ascendancy at 16:03 see stats
 Orcrist
			Killed the leaders of the Orc Pride.
			Orcrist
			Killed the leaders of the Orc Pride.By Croth the Ogre Writhing One level 50
76th Haze 123rd year of Ascendancy at 18:11 see stats
 Overpowered!
			Did over 6000 damage in one attack.
			Overpowered!
			Did over 6000 damage in one attack.By Croth the Ogre Writhing One level 50
76th Haze 123rd year of Ascendancy at 02:22 see stats
 Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Croth the Ogre Writhing One level 47
7th Haze 123rd year of Ascendancy at 20:19 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Croth the Ogre Writhing One level 20
36th Haze 122nd year of Ascendancy at 09:18 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Croth the Ogre Writhing One level 30
62nd Regrowth 123rd year of Ascendancy at 20:10 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Croth the Ogre Writhing One level 11
10th Flare 122nd year of Ascendancy at 22:35 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By Croth the Ogre Writhing One level 34
44th Pyre 123rd year of Ascendancy at 18:45 see stats
 Tactical master
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master
			Fought the two Sorcerers without closing any invocation portals.By Croth the Ogre Writhing One level 50
15th Regrowth 124th year of Ascendancy at 03:27 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Croth the Ogre Writhing One level 10
10th Mirth 122nd year of Ascendancy at 12:23 see stats
 The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Croth the Ogre Writhing One level 44
54th Dusk 123rd year of Ascendancy at 01:54 see stats
 The bigger the better!
			Did over 3000 damage in one attack.
			The bigger the better!
			Did over 3000 damage in one attack.By Croth the Ogre Writhing One level 46
2nd Haze 123rd year of Ascendancy at 15:43 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Croth the Ogre Writhing One level 11
7th Flare 122nd year of Ascendancy at 19:35 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Croth the Ogre Writhing One level 37
4th Mirth 123rd year of Ascendancy at 17:05 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Croth the Ogre Writhing One level 29
49th Regrowth 123rd year of Ascendancy at 05:31 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Croth the Ogre Writhing One level 17
1st Haze 122nd year of Ascendancy at 01:20 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Croth the Ogre Writhing One level 32
35th Pyre 123rd year of Ascendancy at 13:15 see stats
Log
Croth HEALS from  light  damage!
Bloated horror hits Croth for 2 light, 2 darkness (3 total damage).
Croth's sanctity area effect hits Bloated horror for 16 light, 13 darkness (29 total damage).
Croth stops regenerating health quickly.
Talent Diseased Tongue is ready to use.
Epidemic from Argoniel hits Croth for 48 blight damage.
Acid Splash from Argoniel hits Croth for 8 acid damage.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied!
Saving game...
Saving done.
Lore found: Argoniel's blood-runed athame
You can read all your collected lore in the game menu, by pressing Escape.
Croth picks up (  .): Pearl of Life and Death.
Croth picks up (8.): magelord's dragonbone magestaff (30-36 power, 6 apr, lightning element).
You pickup 0.55 gold pieces.
Croth picks up (  .): flaming pouch of voratun shots of corruption (22/22, 51-61 power, 6 apr).
Croth picks up (9.): shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element).
Croth picks up (Z.): steady dragonbone longbow of true flight.
Croth picks up (  .): pair of voratun boots of evasion (10 def, 5 armour).
Croth picks up (  .): voratun helm of blood magic (0 def, 5 armour).
Croth picks up (  .): radiant voratun plate armour of acid resistance (0 def, 16 armour).
Croth picks up (  .): enhanced voratun waraxe of erosion (40-55 power, 6 apr).
Croth picks up (2.): quick voratun longsword of crippling (42-59 power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Your summoned bloated horror disappears.

















































