










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! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Adventure | 
| Sex | Male | 
| Race | Halfling | 
| Class | Marauder | 
| Level / Exp | 26 / 32% | 
| Size | small | 
| Lifes / Deaths | Killed by Arutira the giant venus flytrap at level 19 on the 76th Haze 122nd year of Ascendancy at 16:15 1 / 6Killed by Betytira the fire drake at level 24 on the 2nd Regrowth 123rd year of Ascendancy at 04:28 Killed by Arulralle the snow giant at level 25 on the 5th Regrowth 123rd year of Ascendancy at 09:27 Killed by Ce'Nynor the fire wyrm at level 26 on the 7th Regrowth 123rd year of Ascendancy at 02:48 Killed by Layina the fire drake hatchling at level 26 on the 7th Regrowth 123rd year of Ascendancy at 10:35 Killed by Rafwis at level 26 on the 7th Regrowth 123rd year of Ascendancy at 10:41  | 
Primary Stats
| Strength | 54 (base 54) | 
| Dexterity | 57 (base 37) | 
| Constitution | 15 (base 11) | 
| Magic | 10 (base 10) | 
| Willpower | 18 (base 10) | 
| Cunning | 38 (base 22) | 
Resources
| Life | 647/647 | 
| Stamina | 207/207 | 
| Healing Factor | 1.3560311219418 | 
| Regeneration | 9.4244162974951 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 33.415410021227 | 
| See Invisible | 33.415410021227 | 
Offense: Mainhand
| Damage | 81 | 
| Accuracy | 65 | 
| Crit Chance | 32% | 
| APR | 32 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 39 | 
| Accuracy | 65 | 
| Crit Chance | 30% | 
| APR | 30 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +3% | 
| Light | +16% | 
| Temporal | +9% | 
| Nature | +9% | 
| Arcane | +11% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 36 (38.594633868923%) | 
| Defense | 45 | 
| Ranged Defense | 45 | 
| Fatigue | 0 | 
| Physical Save | 32 | 
| Spell Save | 19 | 
| Mental Save | 25 | 
Defense: Resistances
| Arcane | + 11%( 70%) | 
| Mind | + 22%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 3%( 70%) | 
| Light | + 30%( 70%) | 
| Temporal | + 3%( 70%) | 
| Darkness | + 10%( 70%) | 
| Cold | + 6%( 70%) | 
| Fire | + 3%( 70%) | 
| Nature | + 14%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 50% | 
| Poison Resistance | 0% | 
| Confusion Resistance | 71% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 440 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Bloodthirst | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Duelist | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Throwing knives | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
| Technique / Thuggery | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe 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 | active | 
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.'  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere 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!  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within3 lumberjacks have died.  | done | 
Equipment
| On feet |  Forestbore the pair of rough leather boots (0 def, 1 armour) =20SL20BU=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 41% * 20 arcane resource burn Changes stats: +1 Cun / +2 Con Changes resistances: +3% lightning / +3% nature Changes damage: +3% nature Physical save: +11 (+6 eff.) Mental save: +10 (+5 eff.) A pair of boots made of leather.  | 
| Light source |  Summertide PhialInfused 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.(66 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Emyriatha the Radiancevice (0 def, 3 armour) =10TU=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +3 Wil Changes resistances: +3% temporal Changes damage: +6% light Reduces incoming crit damage: 5.00% Infravision radius: +2 A cap made of leather.  | 
| On hands |  restful hardened leather gloves of the nighthunter (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes stats: +2 Cun Changes resistances: +7% darkness Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +12.00 Infravision radius: +1 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +10 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  iron pickaxe 'Gina' (dig speed 39 turns) =20SL=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +1 Str / +1 Dex / +1 Con Changes resistances: +6% cold / +11% nature / +3% mind Changes damage: +6% nature Physical save: +9 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  copper ring 'Ulonarirab'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% fire / +11% arcane / +6% mind Changes damage: +11% arcane Reduces incoming crit damage: 5.00% Disease immunity: +10% Maximum life: +60.00 Healing mod.: +10% Rings make your fingers look great!  | 
| On fingers |  Gogarak the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +10% physical Critical mult.: +5.00% Psi when hit: +0.12 Rings make your fingers look great!  | 
| Around neck |  Glacierlore the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 cold Changes resistances: +13% mind Spell save: +9 (+5 eff.) Confusion immunity: +21% Life regen: +2.00 Amulets make your neck look great!  | 
| In main hand |  plaguebringer's dwarven-steel dagger of evisceration (120% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 6 On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +9 blight When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Disease immunity: +13% Sharp, short and deadly.  | 
| Around waist |  rough leather belt 'Duskglory' =20NU=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +3% darkness Changes damage: +3% darkness / +9% temporal Life regen: +0.70 Light radius: +1 Healing mod.: +11% A belt that goes around your waist.  | 
| In off hand |  Zanadobers the Squalortaint (98% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 16 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 mind When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Damage when hit (Melee): 2 nature Changes damage: +9% mind Psi when hit: +0.04 Sharp, short and deadly.  | 
| Cloak |  Ce'Nyldanne the linen cloak (1 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +10 Defense: +1 (+0 eff.) Changes stats: +2 Str Only die when reaching: -40.00 life Maximum life: +32.00 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 Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.  | 
Inventory
 movement infusion of the psychic (speed 465%; 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% 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 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 nature talent.  | 
 movement infusion of the warrior (speed 581%; 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% 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 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.  | 
 regeneration infusion of the titan (heal 111; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. 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 duelist (res 26%; physical; dur 2; cd 11)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 cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 sneak (res 27%; mental; dur 2; 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: 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 mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 wild infusion of the warrior (res 28%; magical; dur 4; 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: 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 effect and reduce all damage taken by 28% for 4 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.  | 
 wild infusion of the wizard (res 19%; physical; dur 2; 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: 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 physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 wild infusion of the wizard (res 18%; mental; dur 3; 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: 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 mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 wild infusion of the wizard (res 18%; magical; dur 2; 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: 10 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 Bethith the Glimmerwolf =2Light=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Dex Changes resistances: +6% mind Changes damage: +15% fire Light radius: +2 Amulets make your neck look great!  | 
 Coalking =20NU=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 6 fire Changes resistances: +12% darkness / +13% temporal Changes damage: +15% darkness Pinning immunity: +25% Knockback immunity: +31% Amulets make your neck look great!  | 
 wanderer's steel amulet =3Co=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great!  | 
 Scaldstinger =4Co=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% lightning / +9% fire Changes resistances penetration: +15% acid / +25% fire Changes damage: +15% fire Spell save: +15 (+8 eff.) Maximum stamina: +17.00 Rings make your fingers look great!  | 
 gladiator's steel ring =5Co=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great!  | 
 Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.  | 
 Tuluyasin the steel dagger (116% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +6 nature When wielded/worn: Changes resistances: +5% arcane / +3% physical Mana each turn: +0.08 Sharp, short and deadly.  | 
 enhanced steel dagger (101% power, 6 apr) =4Co=Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +5 Cun / +4 Con Sharp, short and deadly.  | 
 inquisitor's dwarven-steel dagger of shearing (118% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Deals 36 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +7% all Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.iron dagger 'Glowstriker' (101% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +8 nature When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Damage when hit (Melee): 4 light Changes resistances: +12% light Changes damage: +15% cold Critical mult.: +12.00% Light radius: +3 Sharp, short and deadly.  | 
 quick iron dagger of massacre (116% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex Combat speed: +10% Sharp, short and deadly.  | 
 truestriking dwarven-steel dagger of massacre (136% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +8% physical Sharp, short and deadly.  | 
 Blastmight the dwarven-steel longsword (129% power, 4 apr) =7Co=Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +10 Changes stats: +7 Con / +8 Wil Changes resistances: +18% lightning / +6% fire Poison immunity: +20% Maximum life: +19.00 Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Magmahunter (103% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +6 nature When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +20% fire / +20% arcane / +9% all Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.cruel elm vilestaff (100% power, 2 apr, acid element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers.  | 
 Kidunalar the Obsidianire =2Co20SL=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +2 Con Changes resistances: +3% lightning / +3% temporal / +3% darkness / +6% cold Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist.  | 
 Unlightbrand the rough leather belt =10EX=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Damage when hit (Melee): 2 fire Changes damage: +9% darkness / +6% mind Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist.  | 
 linen cloak 'Issykalthofang' (26 def, 5 armour) =20CO=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +26 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +15% fire / +12% cold Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Spider-Silk Robe of Spydrë (10 def, 15 armour) =5Co=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 woollen robe 'Ichorscar' (0 def, 0 armour) =20SLLucidDreaming=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +22% lightning / +12% darkness / +12% mind / +9% all Changes resistances penetration: +10% nature Changes damage: +15% lightning / +3% arcane Physical save: +12 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +39 (+18 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Dairevor the pair of rough leather boots (0 def, 1 armour) =20EX20TU=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 16 Changes resistances: +6% mind Changes damage: +9% mind Spellpower: +3 (+3 eff.) Mindpower: +3 (+2 eff.) A pair of boots made of leather.  | 
 Darklash (0 def, 4 armour) =20SL=Requires: - Heavy 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: * 20% chance to slow global speed by 41% Changes resistances: +6% acid / +5% arcane / +9% darkness Changes resistances penetration: +20% darkness Changes damage: +6% darkness Maximum encumbrance: +26 Physical save: +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Gandur (6 def, 3 armour) =4Co20BU=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +4 Con Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +15% mind Life regen: +5.00 Healing mod.: +12% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 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.  | 
 pair of rough leather boots of rushing (0 def, 1 armour) =3Co=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 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.  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets 'Venomwrack' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 darkness Damage when hit (Melee): 4 arcane / 10 nature Changes stats: +2 Mag Changes resistances: +11% darkness Changes damage: +5% darkness Spell save: +18 (+9 eff.) Maximum vim: +20.00 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 14% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 This item will automatically be transmogrified when you leave the level.steady dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +8% darkness Physical save: +5 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +29% Infravision radius: +2 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +4 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Gorigen (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% lightning / +9% temporal / +5% arcane / +9% nature Blindness immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Helm of the Dwarven Emperors (0 def, 6 armour) =6Light=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows.  | 
 Nerybreda (10 def, 4 armour) =20CO=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +2 Cun / +11 Str See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Nimbusstar the dwarven-steel helm (30 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+10 eff.) Fatigue: +4% Changes stats: +3 Str Changes resistances: +9% nature Changes resistances penetration: +20% lightning Spell save: +7 (+4 eff.) Maximum life: +63.00 Maximum stamina: +30.00 Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Shimmerquarry the hardened leather cap (0 def, 3 armour) =10Co=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +4 Dex / +4 Cun / +10 Con Changes resistances: +6% lightning / +9% darkness Changes resistances penetration: +10% lightning Stamina when hit: +1.60 Equilibrium when hit: +1.20 A cap made of leather.  | 
 Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
 Unlightparry (0 def, 3 armour) =20EX10NU=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 14% * 20% chance to reduce all saves and defense by 16 Changes stats: +4 Str Changes resistances: +3% darkness / +9% light Changes resistances penetration: +10% darkness Changes damage: +3% light A cap made of leather.  | 
 Unlightvenom the cashmere wizard hat (2 def, 0 armour) =10SL20NU=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 8 darkness Changes stats: +4 Cun Changes resistances: +3% darkness Changes resistances penetration: +20% darkness / +10% nature Mental save: +8 (+4 eff.) A pointy cloth hat, very wizardly...  | 
 linen wizard hat 'Sunsin' (1 def, 0 armour) =10NU=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes resistances: +16% acid / +6% fire / +3% lightning Changes resistances penetration: +25% fire Changes damage: +11% acid / +12% lightning A pointy cloth hat, very wizardly...  | 
 prismatic dwarven-steel helm of the depths (0 def, 4 armour) =WaterBreathing=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +13% cold / +11% light / +12% darkness Allows you to breathe in: water 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.Isiwe the Tidepiety (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Cun / +2 Mag Changes resistances: +12% mind Changes damage: +3% mind / +6% cold Maximum life: +29.00 See invisible: +12 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Life regen: +2.80 Stamina each turn: +0.70 A suit of armour made of mail.  | 
 Dairykalthodur the Nimbusravager (10 def, 4 armour) =20BU=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 10 acid Changes stats: +3 Dex Changes resistances: +12% acid Changes damage: +9% lightning Movement speed: +20% A suit of armour made of leather.  | 
 Skin of Many (12 def, 6 armour) =4Co=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.  | 
 troll-hide hardened leather armour of the deep (9 def, 8 armour) =WaterBreathing=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +3.00 Maximum life: +31.00 Healing mod.: +14% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Emuldanor the iron shield (0 def, 11 armour, 23 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Armour: +11 Fatigue: +8% Changes resistances: +16% lightning / +12% acid Talent granted: +1 Block Teleport immunity: +20% Stamina each turn: +2.00 Handheld deflection devices.  | 
 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 139 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.  | 
 2 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 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.  | 
 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 5 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.  | 
 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
 PrismhunterCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Changes stats: +4 Str / +1 Dex Changes resistances: +3% light Changes resistances penetration: +10% physical Light radius: +6 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.  | 
 Snowscar =20BU=Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% cold / +3% all Changes damage: +3% cold / +6% fire Spell save: +9 (+5 eff.) 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.  | 
 bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +45.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 2 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.  | 
 Rod of Recall (1/1)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 202 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.  | 
 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) 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.  | 
 Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind.  | 
 yew totem of healing [power 230]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Aduwe [power 260]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Mindpower: +5 (+3 eff.) Mental crit. chance: +1% It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Increase the duration of 3 beneficial effects by 2. * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 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.  | 
 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.00 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 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Rafwis the Halfling Marauder level 18
64th Haze 122nd year of Ascendancy at 12:59 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Rafwis the Halfling Marauder level 22
10th Decay 122nd year of Ascendancy at 17:40 see stats
			Fool of a Took! (Insane (Adventure) difficulty)
			Killed oneself as a halfling.By Rafwis the Halfling Marauder level 26
7th Regrowth 123rd year of Ascendancy at 10:41 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Rafwis the Halfling Marauder level 10
31st Haze 122nd year of Ascendancy at 04:27 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Rafwis the Halfling Marauder level 20
77th Haze 122nd year of Ascendancy at 02:55 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Rafwis the Halfling Marauder level 8
24th Haze 122nd year of Ascendancy at 12:17 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Rafwis the Halfling Marauder level 5
18th Haze 122nd year of Ascendancy at 20:08 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Rafwis the Halfling Marauder level 23
2nd Allure 123rd year of Ascendancy at 23:23 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Rafwis the Halfling Marauder level 17
55th Haze 122nd year of Ascendancy at 15:01 see stats
			Utterly Destroyed (Insane (Adventure) difficulty)
			Died on the Eidolon Plane.By Rafwis the Halfling Marauder level 26
7th Regrowth 123rd year of Ascendancy at 10:41 see stats
Log
Rafwis uses Infusion: Regeneration.
Rafwis starts regenerating health quickly.
Layina the fire drake hatchling's fiery vapour area effect hits Rafwis for 80 fire damage.
Emelibeth the fire drake hatchling performs a melee critical strike against Rafwis!
Emelibeth the fire drake hatchling's blood frenzy intensifies!
Melee retaliation hits Emelibeth the fire drake hatchling for 1 nature, 2 cold (3 total damage).
Emelibeth the fire drake hatchling hits Rafwis for 76 physical damage.
Giant ice ant is pinned to the ground.
Emelibeth the fire drake hatchling is pinned to the ground.
Fire drake hatchling is disarmed!
Rafwis tries to evade attacks.
Melee retaliation hits Layina the fire drake hatchling for 1 nature, 1 cold, 1 nature, 1 cold (4 total damage).
Layina the fire drake hatchling hits Rafwis for 111 physical damage.
Rafwis the level 26 halfling marauder was dissected to death by Layina the fire drake hatchling on level 4 of Daikara.
Rafwis no longer revels in blood quite so much.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Layina the fire drake hatchling killed Rafwis!
Saving done.
Saving done.
Saving game...
Talent Disengage is ready to use.
Talent Dig is ready to use.
Talent Dual Strike is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




























































































































