Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 | 
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.4.8Donators/Buyers bonus! Steamtech UI 1.1.4  | 
| Campaign | Infinite | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Shadowblade | 
| Level / Exp | 29 / 85% | 
| Size | medium | 
| Lifes / Deaths | Killed by Geralle the telugoroth at level 28 on the 7th Dusk 122nd year of Ascendancy at 13:59  / 2Killed by Vorarima the bloated horror at level 29 on the 11st Dusk 122nd year of Ascendancy at 06:11  | 
Primary Stats
| Strength | 110 (base 99) | 
| Dexterity | 116 (base 99) | 
| Constitution | 105 (base 99) | 
| Magic | 100 (base 99) | 
| Willpower | 118 (base 99) | 
| Cunning | 119 (base 99) | 
Resources
| Life | -1/630 | 
| Mana | 205/213 | 
| Stamina | 214/214 | 
| Equilibrium | 18 | 
| Healing Factor | 1.1 | 
| Regeneration | 13.014871549238 | 
Speed
| Mental | +15.46199386531% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +15.46199386531% | 
| Global | +83.333333333333% | 
Vision
| Sight | 15 | 
| Lite | 2 | 
| Infravision | 13 | 
| See Stealth | 17.345316177493 | 
| See Invisible | 40.313642444399 | 
Offense: Mainhand
| Damage | 163 | 
| Accuracy | 83 | 
| Crit Chance | 66% | 
| APR | 44 | 
| Speed | 0.87 | 
Offense: Offhand
| Damage | 112 | 
| Accuracy | 83 | 
| Crit Chance | 48% | 
| APR | 59 | 
| Speed | 0.87 | 
Offense: Spell
| Spellpower | 71 | 
| Crit Chance | 48% | 
| Speed | 0.86608585779883 | 
Offense: Mind
| Mindpower | 65 | 
| Crit Chance | 38% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 71.6 (100%) | 
| Defense | 72 | 
| Ranged Defense | 77 | 
| Fatigue | 19 | 
| Physical Save | 58 | 
| Spell Save | 80 | 
| Mental Save | 56 | 
Defense: Resistances
| All | + 15%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Teleport Resistance | 65% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Silence Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 45% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 630% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1056% for 10 turns and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 541 damage for 7 turns. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 634 life over 5 turns. Its effects scale with your Willpower stat.  | 
Class Talents
| Cunning / Shadow magic | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat techniques | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Stealth | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Temporal | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat veteran | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Dual techniques | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Dual weapons | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Dirty fighting | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Ambush | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Lethality | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Race / Higher | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Staff combat | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Survival | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Divination | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Effects
| talent | Shadow Feed | 
| talent | Shadow Combat | 
| talent | Psiblades | 
| talent | Blur Sight | 
| talent | Precision | 
| talent | Phantasmal Shield | 
| talent | Premonition | 
| talent | Keen Senses | 
| detrimental effect | Reduces global action speed by 20%. Slow | 
| detrimental effect | The target is poisoned and sick, doing 116.14 nature damage per turn. Each time it tries to use a talent there is 18% chance of failure. Crippling Poison | 
| beneficial effect | Reduces mind damage received by 32%. Premonition Shield | 
| beneficial effect | Parrying melee attacks: Has a 29% chance to deflect up to 22 damage from the next 2.5 attack(s). Parrying | 
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| On feet | undeterred pair of iron boots of tirelessness (0 def, 3 armour) undeterred pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +20% Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver | acidic pouch of stralite shots of erosion (21/21, 151% power, 5 apr) acidic pouch of stralite shots of erosion (21/21, 151% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 151% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +5 temporal / +6 nature Shots are used with slings to pummel your foes to death.  | 
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (163 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
| On hands | dwarven-steel gauntlets 'Daimigozor' (0 def, 2 armour) dwarven-steel gauntlets 'Daimigozor' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +2 Damage (Melee): 11 darkness Changes stats: +4 Dex Changes resistances: +18% darkness / +3% cold Changes damage: +5% darkness Mental save: +25 (+7 eff.) Teleport immunity: +15% Life regen: +1.80 Stamina each turn: +1.20 Maximum stamina: +21.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 10 power out of 35/35) : Effective talent level: 3.0 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 85 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
| On fingers | rogue's gold ring of power rogue's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +5 (+1 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties.  | 
| On fingers | gold ring 'Cloudburst' gold ring 'Cloudburst'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +3 Cun Changes resistances: +6% temporal / +12% cold Changes damage: +6% lightning Spell save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties.  | 
| Around neck | gold amulet 'Polena' gold amulet 'Polena'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Damage Shield penetration: +40% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 9 turns. Amulets can have magical properties.  | 
| In main hand | Everpyre Blade (147% power, 10 apr) Everpyre Blade (147% power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 323.58 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder.  | 
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 64 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
| In off hand | Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
| Cloak | cashmere cloak 'Alufang' (2 def, 0 armour) cashmere cloak 'Alufang' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes stats: +3 Str Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+4 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault.  | 
Inventory
healing infusion of the sneak (heal 306) healing infusion of the sneak (heal 306)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
insidious poison infusion of the psychic (46 nature damage, 29% healing reduction) insidious poison infusion of the psychic (46 nature damage, 29% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.43 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
biting gale rune of the wizard (152 cold damage; 65 apply power) biting gale rune of the wizard (152 cold damage; 65 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 152.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 65. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
heat beam rune of the titan (314 fire damage) heat beam rune of the titan (314 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 314.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Adirin the gold ring Adirin the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes damage: +6% mind Physical save: +8 (+2 eff.) Psi when hit: +0.08 Maximum psi: +30.00 Infravision radius: +1 Rings can have magical properties.  | 
Cracklebloom CracklebloomCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 lightning Changes stats: +4 Cun Changes resistances: +6% light Changes resistances penetration: +5% lightning Rings can have magical properties.  | 
Emeloda EmelodaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +4 (+1 eff.) Changes stats: +2 Mag Changes damage: +3% temporal Spell save: +4 (+1 eff.) Maximum life: +20.00 Rings can have magical properties.  | 
Radianceglory RadiancegloryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances penetration: +10% mind Changes damage: +6% mind Light radius: +1 Rings can have magical properties.  | 
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole."  | 
Wheel of Fate Wheel of FatePowered 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, costing 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?  | 
psionicist's stralite ring of light (+20%) psionicist's stralite ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +8 (+3 eff.) Rings can have magical properties.  | 
psionicist's stralite ring of perseverance psionicist's stralite ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +26% Life regen: +0.80 Rings can have magical properties.  | 
rogue's gold ring of light (+22%) rogue's gold ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. wizard's stralite ring of perseverancewizard's stralite ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Stun/Freeze immunity: +35% Life regen: +0.80 Rings can have magical properties.  | 
Aerylle the Ebonybolt (109% power, 5 apr) Aerylle the Ebonybolt (109% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 109% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Wil / +1 Mag Sharp, short and deadly.  | 
Ivygamira the dwarven-steel dagger (118% power, 7 apr) Ivygamira the dwarven-steel dagger (118% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Disease immunity: +15% Sharp, short and deadly.  | 
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm.  | 
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 150.27 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of projection (114% power, 7 apr)insidious dwarven-steel dagger of projection (114% power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 mind / +29 insidious poison It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly.  | 
steel dagger 'Blazehunger' (107% power, 7 apr) steel dagger 'Blazehunger' (107% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +4% Undead When wielded/worn: Changes damage: +6% light / +3% physical Sharp, short and deadly.  | 
This item will automatically be transmogrified when you leave the level. Armihad the dwarven-steel greatmaul (152% power, 2 apr)Armihad the dwarven-steel greatmaul (152% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 light / +16 blight Damage against: +19% Undead When wielded/worn: Changes resistances penetration: +5% mind Grants telepathy: Dragon Psi when hit: +0.08 Massive two-handed mauls.  | 
Flametrail FlametrailRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Mag Changes damage: +3% fire See invisible: +6 Longbows are used to shoot arrows at your foes.  | 
Toregorn the ash longbow Toregorn the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +14 fire Burst (radius 2) on crit: +2 physical When wielded/worn: Changes resistances penetration: +9% temporal / +8% physical Changes damage: +11% physical / +18% fire / +11% temporal Talent cooldown: Arrow Stitching (-1 turn) Maximum encumbrance: +30 Maximum life: +30.00 Longbows are used to shoot arrows at your foes.  | 
Guchak (138% power, 5 apr) Guchak (138% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature / +5 temporal When wielded/worn: Changes resistances: +6% lightning Maximum encumbrance: +10 Sharp, long, and deadly.  | 
arcing stralite longsword of projection (140% power, 5 apr) arcing stralite longsword of projection (140% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 mind / +13 lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly.  | 
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it.  | 
Zubille the Blazewake (139% power, 4 apr) Zubille the Blazewake (139% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +3% light Changes resistances penetration: +5% lightning Blunt and deadly.  | 
Polynne the thorny mindstar (102% power, 24 apr, mind damage) Polynne the thorny mindstar (102% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 102% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes resistances: +5% arcane / +2% physical Critical mult.: +12.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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.  | 
dreamer's pulsing mindstar of frost (105% power, 32 apr, mind damage) dreamer's pulsing mindstar of frost (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural frost should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 4 ice Changes resistances: +5% mind / +5% cold Changes resistances penetration: +4% cold Changes damage: +12% cold Mental save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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.  | 
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'.  | 
Airgore the dragonbone magestaff (136% power, 6 apr, fire element) Airgore the dragonbone magestaff (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Con Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +23 (+5 eff.) Spell crit. chance: +5% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art.  | 
Staff of Destruction (120% power, 4 apr, fire element) Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction.  | 
elven-wood magestaff 'Anyzilador' (129% power, 5 apr, arcane element) elven-wood magestaff 'Anyzilador' (129% power, 5 apr, arcane element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes stats: +3 Str / +1 Dex Changes resistances penetration: +5% mind Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. infernal yew vilestaff (120% power, 4 apr, acid element)infernal yew vilestaff (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +14 (+3 eff.) Spell crit. chance: +3% See invisible: +5 Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. potent yew vilestaff (127% power, 4 apr, acid element)potent yew vilestaff (127% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% acid Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of warding (120% power, 4 apr, cold element)shimmering yew magestaff of warding (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 cold Changes damage: +20% cold Talents granted: +1 Command Staff +3 Ward Mana each turn: +0.18 Maximum mana: +35.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. yew magestaff of channeling (120% power, 4 apr, cold element)yew magestaff of channeling (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower: +19 (+4 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art.  | 
Trident of the Tides (191% power, 20 apr) Trident of the Tides (191% power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 33 power out of 150/150) : Effective talent level: 3.0 Power cost: 33 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 213.63. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
Kindlerock the dwarven-steel waraxe (120% power, 4 apr) Kindlerock the dwarven-steel waraxe (120% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+2 eff.) Changes resistances: +9% lightning Mental save: +6 (+2 eff.) Disarm immunity: +24% Knockback immunity: +15% One-handed war axes.  | 
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson.  | 
caustic stralite waraxe (138% power, 5 apr) caustic stralite waraxe (138% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 7% chance to corrode armour When wielded/worn: Changes resistances penetration: +6% acid Life regen: +0.70 One-handed war axes.  | 
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
Mayema the hardened leather belt Mayema the hardened leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Con Changes resistances: +6% darkness / +3% mind / +7% light Reduced damage from: +24% Summoned Mental save: +9 (+3 eff.) Confusion immunity: +10% Mindpower: +5 (+2 eff.) A belt that goes around your waist.  | 
blurring hardened leather belt of the giants blurring hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +11 (+3 eff.) Stealth bonus: +5 Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist.  | 
This item will automatically be transmogrified when you leave the level. Fogwinnow the cashmere cloak (2 def, 0 armour)Fogwinnow the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Tudor (1 def, 0 armour) Tudor (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +3% nature Disarm immunity: +10% Confusion immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
Morningbait the pair of dwarven-steel boots (0 def, 4 armour) Morningbait the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +2 Cun / +3 Con Changes resistances penetration: +15% light Physical save: +16 (+4 eff.) Mental save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
Kindlejam (0 def, 2 armour) Kindlejam (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes resistances: +15% light Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +34% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
Mucusbringer (0 def, 1 armour) Mucusbringer (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% blight / +5% arcane Changes damage: +3% nature Cut immunity: +5% Knockback immunity: +5% Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid.  | 
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 2.0 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 323.58 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.  | 
catburglar's hardened leather cap of the depths (0 def, 3 armour) catburglar's hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +15% darkness / +6% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather.  | 
This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour (3 def, 14 armour)volcanic hardened leather armour (3 def, 14 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +10% physical / +12% fire A suit of armour made of leather.  | 
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean.  | 
This item will automatically be transmogrified when you leave the level. Lisidatha the dwarven-steel shield (8 def, 9 armour, 79 block)Lisidatha the dwarven-steel shield (8 def, 9 armour, 79 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +9 Armour Hardiness: +7% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Changes resistances: +21% lightning / +12% physical / +5% arcane / +6% temporal Talent granted: +3 Block Handheld deflection devices.  | 
This item will automatically be transmogrified when you leave the level. acidic iron shield of lightning resistance (+15%) (4 def, 2 armour, 20.5 block)acidic iron shield of lightning resistance (+15%) (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 12 acid Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices.  | 
Islogalle (18/18, 138% power, 10 apr) Islogalle (18/18, 138% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 138% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +15.0% Capacity: 18 On weapon crit: * wounds the target * cripple the target Damage (Ranged): +4 mind / +7 bleed Burst (radius 2) on crit: +16 mind Arrows are used with bows to pierce your foes to death.  | 
359 alchemist agate 359 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
Ashoath the iron pickaxe (dig speed 31 turns) Ashoath the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +6% fire Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
Gilesta GilestaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +3.0% Stamina each turn: +0.20 Equilibrium when hit: +0.08 Light radius: +4 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.  | 
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 360 cold damage (based on your Magic), costing 11 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch.  | 
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 22 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts.  | 
alchemist's lamp 'Blazeire' alchemist's lamp 'Blazeire'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% light Changes resistances penetration: +5% nature Mental save: +7 (+2 eff.) Light radius: +6 See stealth: +8 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Frozen Shards (25/25, 139% power, 15 apr) Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone.  | 
hateful pouch of stralite shots (17/17, 152% power, 5 apr) hateful pouch of stralite shots (17/17, 152% power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 152% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 17 Damage (Ranged): +11 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death.  | 
psychokinetic pouch of stralite shots of accuracy (19/19, 156% power, 5 apr) psychokinetic pouch of stralite shots of accuracy (19/19, 156% power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 156% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +21 physical Shots are used with slings to pummel your foes to death.  | 
Artharab the iron torque of kinetic psionic shield [power 17]  (8 cooldown) Artharab the iron torque of kinetic psionic shield [power 17]  (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% cold / +3% temporal Blindness immunity: +10% Confusion immunity: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers.  | 
Cherand the dwarven-steel torque of thermal psionic shield [power 91]  (14 cooldown) Cherand the dwarven-steel torque of thermal psionic shield [power 91]  (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag Grants telepathy: Demon/Minor Demon/Major It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 91 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers.  | 
Malurig [power 63]  (16 cooldown) Malurig [power 63]  (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Wil Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers.  | 
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking.  | 
dwarven-steel torque of psychoportation 'Rhitontir' [power 43]  (20 cooldown) dwarven-steel torque of psychoportation 'Rhitontir' [power 43]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% blight Poison immunity: +20% It can be used to teleport randomly (rad 43), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
iron torque of clear mind [power 1]  (6 cooldown) iron torque of clear mind [power 1]  (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers.  | 
quick dwarven-steel torque of mindblast [power 141]  (3 cooldown) quick dwarven-steel torque of mindblast [power 141]  (3 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 10 beam dealing 70.50 to 141.00 mind damage, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers.  | 
Galeguile the ash totem of thorny skin [power 26]  (11 cooldown) Galeguile the ash totem of thorny skin [power 26]  (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes damage: +3% lightning Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power.  | 
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
elm totem of cure ailments 'Lighttrial' [power 1]  (5 cooldown) elm totem of cure ailments 'Lighttrial' [power 1]  (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% temporal Light radius: +1 It can be used to remove up to 1 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power.  | 
forceful elven-wood totem of thorny skin [power 55]  (11 cooldown) forceful elven-wood totem of thorny skin [power 55]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 55 and armour hardiness by 60%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power.  | 
Sunthorn the yew wand of clairvoyance [power 12]  (5 cooldown) Sunthorn the yew wand of clairvoyance [power 12]  (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +9% light Talent granted: +2 Strike Maximum vim: +11.00 It can be used to reveal the area around you, dispelling darkness (radius 12, power 87 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
defiled ash wand of trap destruction [power 37]  (9 cooldown) defiled ash wand of trap destruction [power 37]  (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +9.00 It can be used to disarm traps (37 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
elm wand of firewall [power 73]  (4 cooldown) elm wand of firewall [power 73]  (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to creates a wall of flames lasting 4 turns (dealing 88 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
quick elm wand of clairvoyance [power 8]  (3 cooldown) quick elm wand of clairvoyance [power 8]  (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 83 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
warded elven-wood wand of conjuration [power 283]  (6 cooldown) warded elven-wood wand of conjuration [power 283]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +1 lightning / +3 temporal / +4 blight / +2 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 142 to 283, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Turma the Higher Shadowblade level 22
7th Flare 122nd year of Ascendancy at 07:44 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Turma the Higher Shadowblade level 29
11st Dusk 122nd year of Ascendancy at 05:56 see stats
			Infinite x10 (Insane (Roguelike) difficulty)
			Got to level 10 of the infinite dungeon.By Turma the Higher Shadowblade level 19
3rd Summertide 122nd year of Ascendancy at 17:43 see stats
			Infinite x20 (Insane (Roguelike) difficulty)
			Got to level 20 of the infinite dungeon.By Turma the Higher Shadowblade level 27
6th Dusk 122nd year of Ascendancy at 21:38 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Turma the Higher Shadowblade level 10
78th Pyre 122nd year of Ascendancy at 19:34 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Turma the Higher Shadowblade level 20
2nd Flare 122nd year of Ascendancy at 10:52 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Turma the Higher Shadowblade level 11
2nd Mirth 122nd year of Ascendancy at 04:51 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Turma the Higher Shadowblade level 27
5th Dusk 122nd year of Ascendancy at 07:14 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Turma the Higher Shadowblade level 16
9th Mirth 122nd year of Ascendancy at 21:58 see stats
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Turma the Higher Shadowblade level 28
7th Dusk 122nd year of Ascendancy at 13:59 see stats
Log
Vorarima the bloated horror hits Turma for 62 mind damage.
The protective shield of Turma disappears.
Rush is still on cooldown for 7 turns.
Talent Rune: Manasurge is ready to use.
Turma resists the mind attack!
Turma casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something hits Turma for 42 mind damage.
Glana the cave bear breathes venom!
Glana the cave bear's mind surges with critical power!
Turma is poisoned!
Talent Vision is ready to use.
Crippling Poison from Glana the cave bear hits Turma for 82 nature damage.
Vorarima the bloated horror uses Telekinetic Blast.
Turma resists the punch!
Vorarima the bloated horror hits Turma for 65 physical damage.
Glana the cave bear breathes ice!
Glana the cave bear's mind surges with critical power!
Turma slows down.
Glana the cave bear hits Turma for 214 cold damage.
Crippling Poison from Glana the cave bear hits Turma for 100 nature damage.
Turma performs a melee critical strike against Vorarima the bloated horror!
Vorarima the bloated horror starts to bleed.
Vorarima the bloated horror is stunned with fear!
Turma performs a melee critical strike against Vorarima the bloated horror!
Saving game...
