
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Doombringer | 
| Level / Exp | 70 / 6% | 
| Size | huge | 
| Lifes / Deaths | Killed by Gleremina the golem at level 63 on the 2nd Allure 125th year of Ascendancy at 17:32/ 2 Killed by Islegarethra the vampire at level 70 on the 9th Regrowth 125th year of Ascendancy at 03:28 | 
Primary Stats
| Strength | 152.566 (base 80) | 
| Dexterity | 62 (base 44) | 
| Constitution | 141.566 (base 64) | 
| Magic | 148.566 (base 80) | 
| Willpower | 34 (base 12) | 
| Cunning | 49 (base 12) | 
Resources
| Life | -1224/3432 | 
| Positive | 193/237 | 
| Stamina | 132/392 | 
| Vim | 10/407 | 
| Healing Factor | 2.5 | 
| Regeneration | 22.918867441212 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +31% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 12 | 
| See Stealth | 34.725243362575 | 
| See Invisible | 61.725243362575 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 501 | 
| Accuracy | 83 | 
| Crit Chance | 55% | 
| APR | 34 | 
| Speed | 1.20 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 70 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | +9% | 
Offense: Damage Penetration
| All | 0% | 
Defense: Base
| Armour (hardiness) | 113.55450484313 (88.120805369128%) | 
| Defense | 53 | 
| Ranged Defense | 61 | 
| Fatigue | 40 | 
| Physical Save | 80 | 
| Spell Save | 64 | 
| Mental Save | 80 | 
Defense: Resistances
| All | + 24%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
| Stoning Resistance | 0% | 
| Confusion Resistance | 70% | 
| Knockback Resistance | 30% | 
| Stun Resistance | 100% | 
| Poison Resistance | 15% | 
| Blind Resistance | 0% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 13 turns. While Heroism is active, you will only die when reaching -1185 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 952 damage for 6 turns. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 246 with a minimum range of 15. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 28% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1218% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. | 
Class Talents
| Technique / Combat techniques | 1.10 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 6/5 | 
| Corruption / Shadowflame | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Torture | 1.30 | 
| 
 | 6/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Heart of Fire | 1.20 | 
| 
 | 6/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Corruption / Fearfire | 1.10 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Wrath | 1.30 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 5/5 | 
| Corruption / Brutality | 1.30 | 
| 
 | 7/5 | 
| 
 | 4/5 | 
| 
 | 7/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Demonic strength | 1.30 | 
| 
 | 6/5 | 
| 
 | 5/5 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 0/5 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 0/5 | 
| Corruption / Oppression | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Survival | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Corruption / Hexes | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Abyssal Shield | 
| talent | Chant of Fortitude | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
| beneficial effect | Increases your three highest stats by 29 and keeps you from dying even if your life drops to -1029.Heroism | 
| beneficial effect | The target's combat attack is improved by 106.Attack | 
| beneficial effect | Horrible visions fill your mind.Curse of Nightmares (power 1.2) Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. | 
| beneficial effect | The target gains 100% stun, daze and pinning immunity.Free Action | 
| beneficial effect | Inscriptions cooldown twice as fast.Writ Large | 
| detrimental effect | The target is confused, acting randomly (chance 10%), unable to perform complex actions and takes 76.01 darkness damage per turn.Bane of Confusion | 
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity.Aether residue | 
| detrimental effect | Huge cut that bleeds, doing 76.54 physical damage per turn.Bleeding | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest.Aporia Fold Lys You only have 0 minutes and 0 seconds to find it! | done | 
| You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.Ashes in the Wind You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell.Escort: lost anorithil (level 1 of Dreadfell) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You failed to protect the lost anorithil from death by Vorymina the elder vampire.Escort: lost anorithil (level 2 of Daikara) | failed | 
| You failed to protect the lost anorithil from death by midge swarm.Escort: lost anorithil (level 4 of Old Forest) | failed | 
| You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell.Escort: lost anorithil (level 8 of Dreadfell) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire.Escort: lost sun paladin (level 3 of Trollmire) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell.Escort: repented thief (level 2 of Dreadfell) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved talent Foresight (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Somehow you did not recall out as usual but instead ended up on a sadly familiar area.I've a feeling we're not on Eyal anymore You are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge: Exterminator (Level 77) You completed the challenge and received: +1 Class Point | done | 
| Kill 3 spawns of Urh'Rok on the level before killing any elite creatures.Infinite Dungeon Challenge: Headhunter (Level 84) 3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge: Pacifist (Level 75) | failed | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge: Pacifist (Level 83) | failed | 
| Leave the level in less than 141 turns (exit is revealed on your map).Infinite Dungeon Challenge: Rush Hour (141) (Level 87) Turns left: -1 | failed | 
| Leave the level in less than 240 turns (exit is revealed on your map).Infinite Dungeon Challenge: Rush Hour (240) (Level 80) Turns left: -1 | failed | 
| Leave the level in less than 252 turns (exit is revealed on your map).Infinite Dungeon Challenge: Rush Hour (252) (Level 76) Turns left: -1 | failed | 
| Leave the level in less than 315 turns (exit is revealed on your map).Infinite Dungeon Challenge: Rush Hour (315) (Level 85) Turns left: -1 | failed | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1671. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists.The Brotherhood of Alchemists Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 16 lumberjacks have died. | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | pair of voratun boots 'Betoth' (9 def, 5 armour)pair of voratun boots 'Betoth' (9 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +4% Changes stats: +10 Str / +6 Mag / +6 Cun / +14 Con Changes resistances: +9% blight / +6% temporal Changes damage: +6% temporal / +3% arcane / +10% physical Critical mult.: +5.00% Physical save: +25 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +22 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | Ravenclamor the alchemist's lampRavenclamor the alchemist's lamp Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness / 15 fire Changes resistances: +7% fire / +9% nature / +9% darkness Changes damage: +12% nature / +15% darkness Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head | Aerimira the Serpentmistress (0 def, 5 armour)Aerimira the Serpentmistress (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +48% nature Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +9% nature Critical mult.: +30.00% Spell save: +10 (+2 eff.) Mana each turn: +0.24 Maximum life: +108.00 Healing mod.: +30% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. | 
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. | 
| Tool | Emymivena the iron pickaxe (dig speed 18 turns)Emymivena the iron pickaxe (dig speed 18 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Str Changes resistances: +9% darkness Changes resistances penetration: +25% acid Changes damage: +7% mind / +7% fire Reduces incoming crit damage: 15.00% Mental save: +7 (+2 eff.) Poison immunity: +15% Healing mod.: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers | StaroathStaroath Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Damage when hit (Melee): 20 light / 12 physical Changes resistances: +9% acid Reduces incoming crit damage: 24.00% Physical save: +18 (+4 eff.) Mental save: +70 (+14 eff.) Confusion immunity: +50% Stun/Freeze immunity: +15% Stamina each turn: +1.20 Maximum stamina: +25.00 Infravision radius: +4 See invisible: +9 Rings can have magical properties. | 
| On fingers | voratun ring 'Naturewrither'voratun ring 'Naturewrither' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Con Changes resistances: +18% physical / +3% nature / +6% darkness Changes resistances penetration: +15% nature Changes damage: +18% physical Confusion immunity: +10% Life regen: +2.00 Maximum life: +85.00 Movement speed: +21% Healing mod.: +27% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. | 
| Around neck | ElamitiraElamitira Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Fatigue: -9% Changes stats: +8 Dex / +2 Mag / +9 Cun / +9 Con Changes damage: +24% physical Life regen: +1.20 Stamina each turn: +1.30 Light radius: +3 Infravision radius: +3 See invisible: +18 Movement speed: +10% Amulets can have magical properties. | 
| In main hand | Blighted Maul (Nightmares) (96-144 power, 22 apr)Blighted Maul (Nightmares) (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 460.71 to 1382.13 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Nightmares It can be used to knock away other craatures within radius 4), dealing 1206.18 to 2412.37 physical damage (based on Strength) to each, costing 45 power out of 44/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. | 
| Around waist | ThunderspitterThunderspitter Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +18% acid / +15% light / +11% darkness Changes resistances penetration: +5% acid / +20% physical Changes damage: +9% acid / +24% physical / +9% lightning Mental save: +14 (+3 eff.) Spellpower: +12 (+2 eff.) A belt that goes around your waist. | 
| In off hand | Based Stick Man (18 def, 3 armour, 193 block)Based Stick Man (18 def, 3 armour, 193 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +18 (+6 eff.) Ranged Defense: +18 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to gain 10% of a turn (3/turn limit) * 39% chance to blind Changes stats: +7 Con / +6 Mag Changes resistances: +20% temporal / +20% light / +40% cold / +20% mind / +5% arcane Talent granted: +5 Block Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Spell save: +9 (+2 eff.) Pinning immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 Handheld deflection devices. | 
| Cloak | Hettozilalen the elven-silk cloak (3 def, 6 armour)Hettozilalen the elven-silk cloak (3 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +7 Mag / +4 Wil / +3 Con Changes resistances: +9% darkness / +20% blight / +9% cold / +20% nature / +15% mind Physical save: +50 (+10 eff.) Pinning immunity: +15% Life regen: +2.30 Only die when reaching: -120.00 life Infravision radius: +5 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Fardo's Garment (9 def, 36 armour)Fardo's Garment (9 def, 36 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 12 light / 12 temporal Changes stats: +7 Str / +15 Wil / +9 Cun / +7 Con Changes resistances: +30% blight / +36% darkness Changes resistances penetration: +10% temporal Changes damage: +12% darkness / +9% temporal Mental save: +23 (+5 eff.) Maximum life: +99.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. | 
Inventory
| healing infusion of the warrior (heal 547)healing infusion of the warrior (heal 547) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 547 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| healing infusion of the wizard (heal 506)healing infusion of the wizard (heal 506) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 506 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| heroism infusion of the duelist (+18 for 12 turns, die at -1016)heroism infusion of the duelist (+18 for 12 turns, die at -1016) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. While Heroism is active, you will only die when reaching -1016 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| heroism infusion of the titan (+31 for 9 turns, die at -1030)heroism infusion of the titan (+31 for 9 turns, die at -1030) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 9 turns. While Heroism is active, you will only die when reaching -1030 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. | 
| heroism infusion of the titan (+34 for 13 turns, die at -1450)heroism infusion of the titan (+34 for 13 turns, die at -1450) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 13 turns. While Heroism is active, you will only die when reaching -1450 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. | 
| heroism infusion of the warrior (+36 for 12 turns, die at -1477)heroism infusion of the warrior (+36 for 12 turns, die at -1477) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 36 for 12 turns. While Heroism is active, you will only die when reaching -1477 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| heroism infusion of the warrior (+35 for 13 turns, die at -1268)heroism infusion of the warrior (+35 for 13 turns, die at -1268) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 13 turns. While Heroism is active, you will only die when reaching -1268 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| heroism infusion of the warrior (+34 for 11 turns, die at -1129)heroism infusion of the warrior (+34 for 11 turns, die at -1129) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 11 turns. While Heroism is active, you will only die when reaching -1129 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| movement infusion of the titan (1264% speed; 6 turns)movement infusion of the titan (1264% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1264% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| movement infusion of the wizard (1187% speed; 9 turns)movement infusion of the wizard (1187% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1187% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion of the sneak (heal 731 over 5 turns)regeneration infusion of the sneak (heal 731 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 731 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion of the titan (heal 982 over 5 turns)regeneration infusion of the titan (heal 982 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 982 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 ability. | 
| regeneration infusion of the titan (heal 1140 over 5 turns)regeneration infusion of the titan (heal 1140 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1140 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 ability. | 
| wild infusion of the titan (resist 43%; cure physical)wild infusion of the titan (resist 43%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the titan (resist 44%; cure physical)wild infusion of the titan (resist 44%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 44% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the warrior (resist 46%; cure mental)wild infusion of the warrior (resist 46%; cure mental) 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: 17 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 46% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the warrior (resist 47%; cure physical)wild infusion of the warrior (resist 47%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the warrior (resist 46%; cure magical)wild infusion of the warrior (resist 46%; cure magical) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 46% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| controlled phase door rune of the titan (range 17)controlled phase door rune of the titan (range 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 17. 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. | 
| manasurge rune of the titan (1947% regen over 10 turns; 97 instant mana)manasurge rune of the titan (1947% regen over 10 turns; 97 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1947% for 10 turns and instantly restoring 97 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. | 
| shielding rune of the titan (absorb 924 for 6 turns)shielding rune of the titan (absorb 924 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 924 damage for 6 turns. 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. | 
| shielding rune of the titan (absorb 859 for 6 turns)shielding rune of the titan (absorb 859 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 859 damage for 6 turns. 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. | 
| teleportation rune of the titan (range 262)teleportation rune of the titan (range 262) 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 262 with a minimum range of 15. 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. | 
| teleportation rune of the titan (range 237)teleportation rune of the titan (range 237) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 237 with a minimum range of 15. 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. | 
| teleportation rune of the warrior (range 256)teleportation rune of the warrior (range 256) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 256 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| teleportation rune of the wizard (range 294)teleportation rune of the wizard (range 294) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 294 with a minimum range of 15. 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. | 
| Sealed Scroll of Last HopeSealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
| Taint of Telepathy (Range 10 telepathy for 5 turns)Taint of Telepathy (Range 10 telepathy for 5 turns) Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. | 
| FilthbornFilthborn Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 30 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +8 Dex / +20 Cun / +10 Con Changes resistances: +12% acid / +3% light / +12% cold / +6% nature / +3% lightning Spell save: +12 (+3 eff.) Blindness immunity: +40% Life regen: +1.40 Stamina each turn: +1.50 Infravision radius: +8 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. | 
| Matokath the TreequeenMatokath the Treequeen Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 12 nature Changes resistances: +12% temporal Changes resistances penetration: +15% temporal Changes damage: +9% nature / +27% temporal Life regen: +3.20 Amulets can have magical properties. | 
| Yvylenor the voratun amuletYvylenor the voratun amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +2 Changes stats: +23 Con Changes resistances: +5% arcane Changes damage: +6% physical Physical save: +79 (+16 eff.) Life regen: +5.00 Maximum life: +129.00 Amulets can have magical properties. | 
| restful steel amulet of manastreamingrestful steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.60 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets can have magical properties. | 
| Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
| Adurin the steel ringAdurin the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +15% blight Disarm immunity: +23% Pinning immunity: +28% Knockback immunity: +24% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +28.00 Maximum vim: +50.00 Infravision radius: +3 Damage Shield penetration: +30% Rings can have magical properties. | 
| Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
| Erodil the DeepsquellErodil the Deepsquell Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +11 Wil / +7 Cun / +2 Con Changes resistances: +15% darkness Changes damage: +9% mind Critical mult.: +10.00% Mindpower: +13 (+5 eff.) Mental crit. chance: +4% Rings can have magical properties. | 
| Harohek the voratun ringHarohek the voratun ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Physical power: +12 (+2 eff.) Defense: +23 (+7 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Str / +19 Con Changes resistances: +40% cold Changes damage: +20% cold Critical mult.: +5.00% Physical save: +18 (+4 eff.) Spell save: +10 (+2 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% Psi when hit: +0.08 Mindpower: +2 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
| Ring of the ArchlichRing of the Archlich Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
| Ring of the DeadRing of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
| Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Pugilism +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Superiority +0.30 Technique / Shield offense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
| Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +13% mind / +6% lightning Changes damage: +6% lightning / +13% mind / +9% light / +5% all Life regen: +1.00 Maximum life: +48.00 Spellpower: +14 (+3 eff.) Mindpower: +8 (+3 eff.) Healing mod.: +17% 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? | 
| gladiator's stralite ring of lifegladiator's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +8 Str / +8 Con Life regen: +1.30 Maximum life: +55.00 Healing mod.: +24% Rings can have magical properties. | 
| rogue's voratun ring of liferogue's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +10 Cun Life regen: +1.90 Maximum life: +100.00 Healing mod.: +28% Rings can have magical properties. | 
| steel ring 'Durintir'steel ring 'Durintir' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +9 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +4 Dex Changes resistances penetration: +25% temporal / +20% physical Changes damage: +15% physical Spellpower: +8 (+1 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. | 
| voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
| voratun ring of lifevoratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +2.00 Maximum life: +100.00 Healing mod.: +29% Rings can have magical properties. | 
| Eksatin's Ultimatum (Shrouds) (63-94.5 power, 25 apr)Eksatin's Ultimatum (Shrouds) (63-94.5 power, 25 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% Curse of Shrouds This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. | 
| voratun greatsword 'Blindspawner' (Madness) (63-100.8 power, 4 apr)voratun greatsword 'Blindspawner' (Madness) (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +42 ice / +12 darkness When wielded/worn: Armour penetration: +16 Physical power: +21 (+3 eff.) Armour: +20 Changes stats: +10 Con Changes resistances penetration: +21% cold / +5% arcane / +41% physical Changes damage: +6% blight / +20% physical / +9% arcane Disarm immunity: +49% Maximum mana: +60.00 Curse of Madness Massive two-handed swords. | 
| Amokalthosin the Greenwire (Shrouds) (16.5-18.15 power, 40 apr, nature damage)Amokalthosin the Greenwire (Shrouds) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage Shield penetration (this weapon only): +30% When wielded/worn: Damage when hit (Melee): 19 lightning Changes stats: +2 Str / +4 Dex / +4 Mag / +4 Wil / +5 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning / +10% nature / +20% mind Changes damage: +20% lightning Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +1.60 Maximum life: +50.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +59 Curse of Shrouds 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. | 
| Kindlekin (Madness) (16-17.6 power, 40 apr, nature damage)Kindlekin (Madness) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 19 acid / 8 blight Changes resistances: +20% acid / +9% blight Changes resistances penetration: +24% acid / +9% fire / +9% physical / +9% cold Changes damage: +34% acid / +11% physical / +15% fire / +9% nature / +15% cold Critical mult.: +20.00% Disease immunity: +25% Life regen: +1.80 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Light radius: +1 Curse of Madness 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. | 
| creative living mindstar of balance (Shrouds) (17-18.7 power, 40 apr, nature damage)creative living mindstar of balance (Shrouds) (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +19.00% Physical save: +7 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Equilibrium when hit: +2.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Curse of Shrouds 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. | 
| creative living mindstar of storms (Shrouds) (16-17.6 power, 40 apr, nature damage)creative living mindstar of storms (Shrouds) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +12 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +19% lightning Changes damage: +20% lightning Critical mult.: +22.00% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| living mindstar of sand (Misfortune) (15.5-17.05 power, 40 apr, mind damage)living mindstar of sand (Misfortune) (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 physical Changes resistances: +16% physical Changes resistances penetration: +17% physical Changes damage: +15% physical Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| parasitic pulsing mindstar of sand (Nightmares) (13-14.3 power, 32 apr, nature damage)parasitic pulsing mindstar of sand (Nightmares) (13-14.3 power, 32 apr, nature 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 natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 physical Changes resistances: +16% physical Changes resistances penetration: +17% physical Changes damage: +16% physical Hate when firing a critical mind attack: +5.00 Maximum hate: +15.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Life leech chance: +21% Life leech: +21% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
| This item will automatically be transmogrified when you leave the level.manaburning orite trident of crippling (Nightmares) (39.5-63.2 power, 13 apr) manaburning orite trident of crippling (Nightmares) (39.5-63.2 power, 13 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 31 arcane resource burn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
| No.1 HeadbandNo.1 Headband Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +22 Defense: +15 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str / +6 Dex / +6 Cun / +10 Lck Changes resistances: +1% physical / +12% light / +15% cold / +15% fire / +6% nature / +14% darkness Trap disarming bonus: +30 Stealth bonus: +14 Physical save: +35 (+7 eff.) Infravision radius: +6 A belt that goes around your waist. | 
| hardened leather belt 'Zubimitira'hardened leather belt 'Zubimitira' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 31% chance to corrode armour by 30% Changes resistances: +15% blight / +9% fire / +9% acid / +9% lightning Changes damage: +6% acid Spell save: +20 (+5 eff.) Life regen: +2.40 Healing mod.: +22% A belt that goes around your waist. | 
| monstrous drakeskin leather belt of valiancemonstrous drakeskin leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +6 Str / +5 Wil / +5 Con Physical save: +14 (+3 eff.) Mental save: +14 (+3 eff.) Maximum life: +103.00 Size category: +1 A belt that goes around your waist. | 
| reinforced drakeskin leather belt of containmentreinforced drakeskin leather belt of containment Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +14 (+4 eff.) Physical save: +25 (+5 eff.) Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +63.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. | 
| rough leather belt 'Samiromichik'rough leather belt 'Samiromichik' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +15% mind Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. | 
| Blastripper the linen cloak (6 def, 0 armour)Blastripper the linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning Changes damage: +3% nature / +9% lightning Physical 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. | 
| Cloth of Dreams (10 def, 0 armour)Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 32 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. | 
| Frozen Shroud (12 def, 0 armour)Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 567.56 cold damage and condensing the air into freezing vapors that deal 189.19 cold damage (based on Magic) each turn for 10 turns, costing 27 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. | 
| Healripper (2 def, 6 armour)Healripper (2 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Changes resistances penetration: +20% nature / +25% physical Changes damage: +15% nature Life regen: +2.40 Only die when reaching: -80.00 life Maximum life: +48.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Ureslak's Molted Scales (0 def, 0 armour)Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +10% lightning / +10% darkness / +10% nature / +10% cold / -30% arcane / +10% fire It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 45 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
| elven-silk cloak of the hunter (3 def, 0 armour)elven-silk cloak of the hunter (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Maximum life: +94.00 Maximum stamina: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Unbreakable Greaves (8 def, 20 armour)Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
| Unrenaridur the Boltvenom (0 def, 13 armour)Unrenaridur the Boltvenom (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +15% blight / +9% physical / +12% lightning Critical mult.: +25.00% Only die when reaching: -60.00 life Infravision radius: +3 A pair of boots made of leather. | 
| Fist of the Destroyer (8 def, 0 armour)Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 6.5 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 135.69 fire damage and 159.09 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. | 
| Malyhir the Blacknigh (0 def, 3 armour)Malyhir the Blacknigh (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness / 8 acid Changes stats: +6 Cun Changes resistances: +10% darkness Critical mult.: +14.00% Blindness immunity: +10% Poison immunity: +5% Life regen: +3.70 Stamina each turn: +1.80 Only die when reaching: -60.00 life Maximum stamina: +40.00 Spell crit. chance: +17% Mental crit. chance: +19% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 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. | 
| Will of Ul'Gruth (0 def, 15 armour)Will of Ul'Gruth (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 23 power out of 25/25) : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. | 
| Grinuromidin the Lustrepain (0 def, 5 armour)Grinuromidin the Lustrepain (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +4 Str / +9 Con Changes resistances: +13% nature / +3% light Changes resistances penetration: +20% acid Changes damage: +9% acid / +12% light Spell save: +9 (+2 eff.) Maximum life: +110.00 Healing mod.: +28% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 1534.6 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. | 
| Healwalker the iron helm (0 def, 3 armour)Healwalker the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% nature Changes resistances penetration: +25% mind Changes damage: +6% mind Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Equilibrium when hit: +0.08 Mindpower: +2 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Islumitta the Duskpanic (0 def, 3 armour)Islumitta the Duskpanic (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 darkness Changes resistances: +3% blight / +9% temporal / +17% nature / +9% light Spell save: +3 (+0 eff.) Maximum life: +43.00 Healing mod.: +19% A cap made of leather. | 
| Ninarildil (8 def, 14 armour)Ninarildil (8 def, 14 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +6 Wil / +8 Mag Changes resistances: +20% acid / +14% cold / +15% fire / +15% lightning / +7% all Changes damage: +18% blight / +16% arcane / +12% acid Physical save: +12 (+3 eff.) Spell save: +9 (+2 eff.) Maximum vim: +30.00 Spell crit. chance: +4% Damage Shield penetration: +40% A cap made of leather. | 
| drakeskin leather cap 'Eclipsewedge' (0 def, 5 armour)drakeskin leather cap 'Eclipsewedge' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 34% chance to inflict 15% damage reduction Changes stats: +10 Con Changes resistances: +9% acid / +15% temporal / +12% blight / +12% fire / +9% nature / +5% arcane Light radius: +3 A cap made of leather. | 
| fearwoven elven-silk wizard hat of decomposition (3 def, 0 armour)fearwoven elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% lightning / +8% temporal / +28% darkness / +7% fire / +8% nature / +5% acid / +17% physical / +8% blight / +7% cold / +8% light Changes damage: +18% darkness / +19% physical Maximum hate: +13.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... | 
| fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Con / +3 Mag Changes resistances: +15% darkness / +11% physical Changes damage: +17% physical / +8% darkness / +14% arcane Maximum hate: +13.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... | 
| werebeast's drakeskin leather cap of precognition (12 def, 5 armour)werebeast's drakeskin leather cap of precognition (12 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +5 Dex / +13 Cun / +5 Con Changes resistances: -39% light Life regen: +8.00 A cap made of leather. | 
| werebeast's voratun helm of precognition (12 def, 5 armour)werebeast's voratun helm of precognition (12 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +5 Dex / +15 Cun / +5 Con Changes resistances: -40% light Life regen: +7.40 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.searing stralite mail armour of lightning resistance (4 def, 8 armour) searing stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire Changes resistances: +26% acid / +26% fire / +27% lightning A suit of armour made of mail. | 
| Airwyrd the voratun shield (12 def, 3 armour, 210 block)Airwyrd the voratun shield (12 def, 3 armour, 210 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 51% chance to corrode armour by 30% Damage when hit (Melee): 16 nature Changes resistances: +6% lightning / +30% fire Maximum wards: +5 lightning / +6 temporal / +6 blight / +5 fire / +5 cold Changes resistances penetration: +5% acid Changes damage: +15% nature / +6% lightning Talents granted: +5 Block +1 Ward Handheld deflection devices. | 
| Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 45 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. | 
| 14 agate14 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| 1374 alchemist agate1374 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| 14 onyx14 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| 8 aquamarine8 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 11 lapis lazuli11 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 9 opal9 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 12 sapphire12 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 9 topaz9 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| Falegrim (dig speed 11 turns)Falegrim (dig speed 11 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +6 Str / +4 Dex Changes resistances: +18% blight / +9% cold Changes resistances penetration: +25% physical Physical save: +50 (+10 eff.) Only die when reaching: -60.00 life Maximum life: +80.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| Rungof's FangRungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
| 13 emerald13 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 13 jade13 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 8 spinel8 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 14 turquoise14 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| Heart of PooshHeart of Poosh Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? | 
| Ebonywish the dwarven lanternEbonywish the dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +10 Changes stats: +11 Cun / +5 Str Changes resistances: +6% physical / +12% nature / +12% temporal Changes resistances penetration: +25% darkness Physical save: +12 (+3 eff.) Mental save: +40 (+8 eff.) Stun/Freeze immunity: +30% Teleport immunity: +25% Only die when reaching: -153.00 life Maximum life: +50.00 Light radius: -6 Infravision radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| preserving dwarven lantern of healthpreserving dwarven lantern of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% blight Life regen: +6.50 Maximum life: +80.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| watchleader's alchemist's lamp of claritywatchleader's alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Blindness immunity: +37% Confusion immunity: +14% Light radius: +8 See stealth: +18 See invisible: +28 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.4 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| Fortune's EyeFortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.2 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." | 
| Prothotipe's Prismatic EyeProthotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
| Dragon Orb (Orb of Command)Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. | 
| Elemental Orb (Orb of Command)Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
| Orb of Destruction (Orb of Command)Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
| Orb of Undeath (Orb of Command)Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| 61 alchemist bloodstone61 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
| 30 bloodstone30 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| 5 fire opal5 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| 12 garnet12 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| 20 ruby20 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| useless but awesome rockuseless but awesome rock Infused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to invoke your inner bearness, costing 9 power out of 10/10. Awesome rock!!! | 
| Rod of Recall (2/2)Rod of Recall (2/2) 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, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| Rod of Spydric Poison (3/3)Rod of Spydric Poison (3/3) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1032.54 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. | 
| Iseleth the Infernogore [power 93]  (22/18 cooldown)Iseleth the Infernogore [power 93]  (22/18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +9% mind / +6% fire Critical mult.: +25.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. | 
| Ivitira [power 173]  (22/18 cooldown)Ivitira [power 173]  (22/18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Dex Critical mult.: +15.00% Mental save: +45 (+9 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +6% Infravision radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. | 
| Blindbone the ash totem of healing [power 102]  (22/18 cooldown)Blindbone the ash totem of healing [power 102]  (22/18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +7 Cun Changes resistances: +20% light Mental crit. chance: +3% It can be used to heal a target within range 7 (based on Willpower) for 102, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. | 
| Brenufang the Phoenixglean [power 5]  (22/9 cooldown)Brenufang the Phoenixglean [power 5]  (22/9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes damage: +9% mind / +9% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +32.00% Mental save: +39 (+8 eff.) Psi when hit: +0.20 Maximum psi: +40.00 Heals friendly targets nearby when you use a nature summon: +65 It can be used to remove up to 5 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. | 
| webbed dragonbone totem of healing [power 222]  (22/18 cooldown)webbed dragonbone totem of healing [power 222]  (22/18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +5 Lay Web It can be used to heal a target within range 7 (based on Willpower) for 222, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. | 
| 12 amethyst12 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
| Pearl of Life and DeathPearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
| 38 diamond38 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 31 moonstone31 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 31 pearl31 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 12 quartz12 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 27 amber27 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 10 ametrine10 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 5 citrine5 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 2 zircon2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
 A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Brimgoroth the Ogre Doombringer level 32
72nd Pyre 123rd year of Ascendancy at 21:28 see stats
 A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Brimgoroth the Ogre Doombringer level 45
32nd Regrowth 124th year of Ascendancy at 11:40 see stats
 Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Brimgoroth the Ogre Doombringer level 32
71st Pyre 123rd year of Ascendancy at 00:18 see stats
 Anti-Antimagic! (Nightmare (Roguelike) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Nightmare (Roguelike) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Brimgoroth the Ogre Doombringer level 42
72nd Haze 123rd year of Ascendancy at 21:51 see stats
 Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.By Brimgoroth the Ogre Doombringer level 37
50th Dusk 123rd year of Ascendancy at 18:23 see stats
 Are you out of your mind?! (Nightmare (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Nightmare (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Brimgoroth the Ogre Doombringer level 37
55th Dusk 123rd year of Ascendancy at 17:57 see stats
 Back and there again (Nightmare (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Nightmare (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Brimgoroth the Ogre Doombringer level 45
26th Regrowth 124th year of Ascendancy at 08:46 see stats
 Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Brimgoroth the Ogre Doombringer level 35
46th Dusk 123rd year of Ascendancy at 18:33 see stats
 Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By Brimgoroth the Ogre Doombringer level 33
15th Dusk 123rd year of Ascendancy at 09:41 see stats
 Clone War (Nightmare (Roguelike) difficulty)
			Destroyed your own Shade.
			Clone War (Nightmare (Roguelike) difficulty)
			Destroyed your own Shade.By Brimgoroth the Ogre Doombringer level 48
37th Pyre 124th year of Ascendancy at 03:45 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Brimgoroth the Ogre Doombringer level 14
51st Dusk 122nd year of Ascendancy at 15:57 see stats
 Demonic Invasion (Nightmare (Roguelike) difficulty)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Nightmare (Roguelike) difficulty)
			Stopped a demonic invasion by closing their portal.By Brimgoroth the Ogre Doombringer level 50
18th Dusk 124th year of Ascendancy at 06:35 see stats
 Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Brimgoroth the Ogre Doombringer level 34
31st Dusk 123rd year of Ascendancy at 11:20 see stats
 Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.By Brimgoroth the Ogre Doombringer level 19
34th Regrowth 123rd year of Ascendancy at 01:19 see stats
 Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Brimgoroth the Ogre Doombringer level 42
73rd Haze 123rd year of Ascendancy at 05:14 see stats
 Evil denied (Nightmare (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Nightmare (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Brimgoroth the Ogre Doombringer level 50
29th Haze 124th year of Ascendancy at 14:15 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Brimgoroth the Ogre Doombringer level 15
79th Haze 122nd year of Ascendancy at 07:40 see stats
 Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Brimgoroth the Ogre Doombringer level 28
31st Pyre 123rd year of Ascendancy at 05:58 see stats
 Fear of Fours (Nightmare (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Nightmare (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Brimgoroth the Ogre Doombringer level 50
77th Dusk 124th year of Ascendancy at 08:17 see stats
 Gem of the Moon (Nightmare (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Nightmare (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.By Brimgoroth the Ogre Doombringer level 49
58th Pyre 124th year of Ascendancy at 15:29 see stats
 Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
			Escaped the Searing Halls.
			Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
			Escaped the Searing Halls.By Brimgoroth the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 13:45 see stats
 Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brimgoroth the Ogre Doombringer level 21
40th Regrowth 123rd year of Ascendancy at 21:17 see stats
 I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Brimgoroth the Ogre Doombringer level 39
56th Dusk 123rd year of Ascendancy at 09:17 see stats
 Infinite x80 (Nightmare (Roguelike) difficulty)
			Got to level 80 of the infinite dungeon.
			Infinite x80 (Nightmare (Roguelike) difficulty)
			Got to level 80 of the infinite dungeon.By Brimgoroth the Ogre Doombringer level 60
8th Decay 124th year of Ascendancy at 16:25 see stats
 Invasion from the Depths (Nightmare (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Nightmare (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.By Brimgoroth the Ogre Doombringer level 69
5th Regrowth 125th year of Ascendancy at 22:29 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Brimgoroth the Ogre Doombringer level 10
1st Summertide 122nd year of Ascendancy at 18:08 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Brimgoroth the Ogre Doombringer level 20
38th Regrowth 123rd year of Ascendancy at 02:28 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Brimgoroth the Ogre Doombringer level 30
57th Pyre 123rd year of Ascendancy at 22:21 see stats
 Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By Brimgoroth the Ogre Doombringer level 40
1st Time of Equilibrium 123rd year of Ascendancy at 11:18 see stats
 Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.By Brimgoroth the Ogre Doombringer level 50
62nd Pyre 124th year of Ascendancy at 09:01 see stats
 Lucky Girl (Nightmare (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Nightmare (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.By Brimgoroth the Ogre Doombringer level 45
37th Regrowth 124th year of Ascendancy at 18:35 see stats
 Merry wintertide! (Nightmare (Roguelike) difficulty)
			Finish the Santascape event and free the little helper elves.
			Merry wintertide! (Nightmare (Roguelike) difficulty)
			Finish the Santascape event and free the little helper elves.By Brimgoroth the Ogre Doombringer level 21
66th Regrowth 123rd year of Ascendancy at 06:41 see stats
 Now, this is impressive! (Nightmare (Roguelike) difficulty)
			Killed Linaniil, the Supreme Archmage of Angolwen.
			Now, this is impressive! (Nightmare (Roguelike) difficulty)
			Killed Linaniil, the Supreme Archmage of Angolwen.By Brimgoroth the Ogre Doombringer level 50
58th Haze 124th year of Ascendancy at 08:57 see stats
 Once bitten, twice shy (Nightmare (Roguelike) difficulty)
			Escaped the Anteroom of Agony.
			Once bitten, twice shy (Nightmare (Roguelike) difficulty)
			Escaped the Anteroom of Agony.By Brimgoroth the Ogre Doombringer level 27
24th Pyre 123rd year of Ascendancy at 17:42 see stats
 Oozemancer (Nightmare (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.
			Oozemancer (Nightmare (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.By Brimgoroth the Ogre Doombringer level 50
44th Dusk 124th year of Ascendancy at 16:32 see stats
 Orcrist (Nightmare (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Nightmare (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Brimgoroth the Ogre Doombringer level 50
2nd Mirth 124th year of Ascendancy at 01:18 see stats
 Overpowered! (Nightmare (Roguelike) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Nightmare (Roguelike) difficulty)
			Did over 6000 damage in one attack.By Brimgoroth the Ogre Doombringer level 46
48th Regrowth 124th year of Ascendancy at 16:33 see stats
 Pest Control (Nightmare (Roguelike) difficulty)
			Killed 1000 reproducing vermin.
			Pest Control (Nightmare (Roguelike) difficulty)
			Killed 1000 reproducing vermin.By Brimgoroth the Ogre Doombringer level 50
44th Dusk 124th year of Ascendancy at 00:28 see stats
 Race through fire (Nightmare (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Nightmare (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Brimgoroth the Ogre Doombringer level 50
63rd Dusk 124th year of Ascendancy at 16:07 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Brimgoroth the Ogre Doombringer level 33
2nd Summertide 123rd year of Ascendancy at 07:40 see stats
 Santassacre! (Nightmare (Roguelike) difficulty)
			Killed the little helper elves after saving them!
			Santassacre! (Nightmare (Roguelike) difficulty)
			Killed the little helper elves after saving them!By Brimgoroth the Ogre Doombringer level 21
66th Regrowth 123rd year of Ascendancy at 07:05 see stats
 Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Brimgoroth the Ogre Doombringer level 33
6th Mirth 123rd year of Ascendancy at 14:16 see stats
 Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Brimgoroth the Ogre Doombringer level 24
17th Pyre 123rd year of Ascendancy at 09:06 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Brimgoroth the Ogre Doombringer level 16
1st Decay 122nd year of Ascendancy at 13:09 see stats
 Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Brimgoroth the Ogre Doombringer level 35
31st Dusk 123rd year of Ascendancy at 14:19 see stats
 Slime killer party (Nightmare (Roguelike) difficulty)
			Have 200 walls on the sludgenest turn into hostile creatures.
			Slime killer party (Nightmare (Roguelike) difficulty)
			Have 200 walls on the sludgenest turn into hostile creatures.By Brimgoroth the Ogre Doombringer level 50
43rd Dusk 124th year of Ascendancy at 14:43 see stats
 Slimefest (Nightmare (Roguelike) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.
			Slimefest (Nightmare (Roguelike) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.By Brimgoroth the Ogre Doombringer level 50
42nd Dusk 124th year of Ascendancy at 08:11 see stats
 Tactical master (Nightmare (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Nightmare (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Brimgoroth the Ogre Doombringer level 50
29th Haze 124th year of Ascendancy at 14:13 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Brimgoroth the Ogre Doombringer level 9
9th Mirth 122nd year of Ascendancy at 18:15 see stats
 The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Brimgoroth the Ogre Doombringer level 45
32nd Regrowth 124th year of Ascendancy at 11:40 see stats
 The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Brimgoroth the Ogre Doombringer level 33
6th Flare 123rd year of Ascendancy at 15:01 see stats
 The Sun Still Shines (Nightmare (Roguelike) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Nightmare (Roguelike) difficulty)
			Aeryn survived the last battle.By Brimgoroth the Ogre Doombringer level 50
29th Haze 124th year of Ascendancy at 14:15 see stats
 The bigger the better! (Nightmare (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Nightmare (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Brimgoroth the Ogre Doombringer level 36
48th Dusk 123rd year of Ascendancy at 06:55 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Brimgoroth the Ogre Doombringer level 11
1st Flare 122nd year of Ascendancy at 20:25 see stats
 There and back again (Nightmare (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Nightmare (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Brimgoroth the Ogre Doombringer level 40
10th Haze 123rd year of Ascendancy at 04:57 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Brimgoroth the Ogre Doombringer level 26
21st Pyre 123rd year of Ascendancy at 23:12 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Brimgoroth the Ogre Doombringer level 15
79th Haze 122nd year of Ascendancy at 00:56 see stats
 Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Brimgoroth the Ogre Doombringer level 63
2nd Allure 125th year of Ascendancy at 17:32 see stats
 Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Brimgoroth the Ogre Doombringer level 31
62nd Pyre 123rd year of Ascendancy at 18:22 see stats
Log
Islegarethra the vampire's is no longer blazing.
Lava floor heals Islegarethra the vampire!
Brimgoroth hits Islegarethra the vampire for 9 temporal, 0 darkness, 14 fire, 17 physical, 19 blight, 10 light (69 total damage).
Brimgoroth receives 5 healing from Devouring flames from Brimgoroth.
Islegarethra the vampire hits Brimgoroth for 2 physical, 168 temporal (170 total damage).
Islegarethra the vampire receives 398 healing.
Brimgoroth has finished recovering.
Talent Block is ready to use.
Talent Writ Large is ready to use.
Talent Fiery Grasp is ready to use.
Bane of Confusion from Islegarethra the vampire hits Brimgoroth for 23 darkness damage.
Bleeding from Islegarethra the vampire hits Brimgoroth for 44 physical damage.
Lava floor burns Brimgoroth!
Islegarethra the vampire hits Brimgoroth for 179 fire damage.
Brimgoroth casts Writ Large.
Brimgoroth casts Draining Assault.
Brimgoroth misses Islegarethra the vampire.
Brimgoroth misses Islegarethra the vampire.
Lava floor heals Islegarethra the vampire!
Brimgoroth hits Islegarethra the vampire for 9 temporal, 0 darkness, 14 fire, 17 physical, 19 blight, 10 light (69 total damage).
Islegarethra the vampire hits Brimgoroth for 2 physical, 169 temporal (170 total damage).
Islegarethra the vampire receives 398 healing.
Lava floor heals Islegarethra the vampire!
Brimgoroth hits Islegarethra the vampire for 9 temporal, 0 darkness, 14 fire, 17 physical, 19 blight, 10 light (69 total damage).
Islegarethra the vampire hits Brimgoroth for 2 physical, 169 temporal (170 total damage).
Islegarethra the vampire receives 398 healing.
Lava floor heals Islegarethra the vampire!
Islegarethra the vampire deactivates Fearscape.
Saving game...
