








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Yeek | 
| Class | Adventurer | 
| Level / Exp | 50 / 3488% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bobby at level 50 on the 72nd Haze 124th year of Ascendancy at 15:56/ 1 | 
Primary Stats
| Strength | 52 (base 18) | 
| Dexterity | 32 (base 18) | 
| Constitution | 67 (base 41) | 
| Magic | 133 (base 65) | 
| Willpower | 128 (base 65) | 
| Cunning | 97 (base 65) | 
Resources
| Mana | 170/473 | 
| Equilibrium | 10 | 
| Vim | 286/286 | 
| Life | 1000/1019 | 
| Psi | 187/208 | 
| Healing Factor | 2.5 | 
| Regeneration | 9.625 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +133.2956946614% | 
| Spell | +20.98502269245% | 
| Global | +160% | 
Vision
| Sight | 10 | 
| Lite | 80 | 
| Infravision | 9 | 
| See Invisible | 66 | 
| ESP Range | 10 | 
| ESP Kinds | dragon, demon/minor, demon/major | 
Offense: Mainhand
| Damage | 88 | 
| Accuracy | 57 | 
| Crit Chance | 134% | 
| APR | 71 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 47 | 
| Accuracy | 57 | 
| Crit Chance | 134% | 
| APR | 71 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 98 | 
| Crit Chance | 100% | 
| Speed | 0.82654859068139 | 
| Cooldown Reduction | 30 | 
Offense: Mind
| Mindpower | 75 | 
| Crit Chance | 42% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +35% | 
| Blight | +49% | 
| Arcane | +51% | 
| Cold | +63% | 
| All | +29% | 
| Lightning | +348% | 
| Mind | +32% | 
| Physical | +59% | 
| Fire | +38% | 
| Nature | +35% | 
Offense: Damage Penetration
| Lightning | +125% | 
| Temporal | +20% | 
| Arcane | +44% | 
| Darkness | +40% | 
| All | +15% | 
Defense: Base
| Armour (hardiness) | -8.3151427078719 (30%) | 
| Defense | 28 | 
| Ranged Defense | 50 | 
| Fatigue | 0 | 
| Physical Save | 74 | 
| Spell Save | 60 | 
| Mental Save | 63 | 
Defense: Resistances
| Blight | + 34%( 70%) | 
| Arcane | + 34%( 70%) | 
| Cold | + 69%( 70%) | 
| All | + 22%( 70%) | 
| Darkness | + 34%( 70%) | 
| Light | + 24%( 70%) | 
| Physical | + 24%( 70%) | 
| Mind | + 27%( 70%) | 
| Fire | + 34%( 70%) | 
| Lightning | + 75%( 75%) | 
Defense: Immunities
| Pinning Resistance | 90% | 
| Bleed Resistance | 10% | 
| Confusion Resistance | 95% | 
| Stun Resistance | 50% | 
| Silence Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 765 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild 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 cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing 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 385 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Meta | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Corruption / Blight | 1.00 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Temporal | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Air | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Energy alchemy | 1.00 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Storm | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Corruption / Reaving combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Hymns | 1.00 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Augmented mobility | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Race / Yeek | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Hexes | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Lightning Infusion | 
| talent | Quicken Spells | 
| talent | Feather Wind | 
| talent | Tempest | 
| talent | Thunderstorm | 
| talent | Dark Ritual | 
| talent | Hymn of Shadows | 
| talent | Skate | 
| talent | Essence of Speed | 
| talent | Spellcraft | 
| talent | Hurricane | 
| talent | Beyond the Flesh | 
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 15% feedback damage from all damage done.Empathic Hex | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| beneficial effect | The time distortion has created a restoration field, healing the target for 33 each turn.Temporal Restoration Field | 
| beneficial effect | The target's spellpower has been increased by 24.Spellsurge | 
| beneficial effect | The target ignores pain, reducing all damage taken by 22%.Pain Suppression | 
| detrimental effect | The target has been splashed with acid, taking 24.85 acid damage per turn, reducing armour by 35 and attack by 31.Acid Splash | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.Escort: injured seer (level 2 of Old Forest) As a reward you improved Magic by +2. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair.Escort: injured seer (level 3 of Norgos Lair) As a reward you improved Magic by +2. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Magic by +2. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved Magic by +2. | done | 
| You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell.Escort: injured seer (level 8 of Dreadfell) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell.Escort: lone alchemist (level 4 of Dreadfell) As a reward you improved Magic by +2. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell.Escort: temporal explorer (level 5 of Dreadfell) As a reward you improved Magic by +2. | 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 been tasked to remove two threats to the yeeks.Following The Way Protect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 must find a way to Maj'Eyal through the tunnel to the north of the island.Light at the end of the tunnel | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1476. | 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, Agrimley the hermit 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. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | done | 
| 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 | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 2 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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
| Psionic focus |  Rootbraze (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 67 fire Changes resistances: +3% light / +2% physical Changes damage: +6% nature / +30% lightning Talent granted: +1 Command Staff Critical mult.: +70.00% Physical save: +18 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Cut immunity: +10% Stun/Freeze immunity: +5% Spellpower: +32 (+5 eff.) Spell crit. chance: +28% See invisible: +37 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. | 
| On hands |  Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 10/16) : Effective talent level: 3.0 Power cost: 16 out of 10/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 360.90 to 1082.71 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. This object's appearance was changed to ???. | 
| Light source |  Duryvor the Shadowvalor Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +8 Wil Changes resistances: +15% blight / +15% darkness Changes resistances penetration: +5% darkness / +15% all Changes damage: +6% blight Critical mult.: +35.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +10.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +11 Infravision radius: +6 See invisible: +15 Damage Shield penetration: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 46 blight damage or heals 47 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. | 
| On head |  elven-silk wizard hat 'Mayumivena' (3 def, 0 armour) Requires: - Level 35 Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +3 (+2 eff.) Changes stats: +2 Dex / +9 Mag / +4 Wil / +10 Con Changes resistances: +60% lightning Changes damage: +40% lightning / +16% arcane Physical save: +35 (+8 eff.) Psi each turn: +0.32 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 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... This item has been sent to the Item's Vault. This object's appearance was changed to Hat of Arcane Understanding. | 
| On feet |  Stormrend the pair of drakeskin leather boots (8 def, 5 armour) Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -4% Changes stats: +3 Str / +6 Mag / +6 Wil / +3 Con Changes resistances: +24% lightning / +5% arcane Changes damage: +6% acid / +21% lightning Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Mana each turn: +0.51 Maximum mana: +59.00 Spell crit. chance: +5% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. This item has been sent to the Item's Vault. This object's appearance was changed to pair of rough leather boots. | 
| Tool |  Brightshaper (dig speed 2 turns) Requires: - Level 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical power: +28 (+6 eff.) Changes stats: +3 Str Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +29% arcane Changes damage: +3% mind / +9% fire Critical mult.: +59.00% Maximum life: +36.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. | 
| On fingers |  Wheel of Fate Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Physical power: +14 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +24% lightning Changes resistances penetration: +20% lightning Changes damage: +21% lightning / +5% all Spellpower: +8 (+1 eff.) Mindpower: +15 (+3 eff.) Can be unequipped, can't be rerolled. 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? This item has been sent to the Item's Vault. | 
| On fingers |  Wheel of Fate Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Physical power: +14 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +24% lightning Changes resistances penetration: +20% lightning Changes damage: +21% lightning / +5% all Spellpower: +8 (+1 eff.) Mindpower: +15 (+3 eff.) Can be unequipped, can't be rerolled. 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? This item has been sent to the Item's Vault. | 
| Around neck |  Limmir's Amulet of the Moon Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning / +19% all Damage affinity(heal): +20% lightning Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Movement speed: +15% Healing mod.: +50% Chance to avoid any damage: +8% Amulets can have magical properties. This item has been sent to the Item's Vault. | 
| In main hand |  Lisyth the Chargeblack (136% power, 7 apr, lightning element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +39.0% Physical power: +15 (+4 eff.) Changes stats: +2 Str / +1 Wil / +6 Con Changes resistances penetration: +10% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +69.00% Physical save: +20 (+5 eff.) Life regen: +1.80 Maximum stamina: +10.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +9% Mental crit. chance: +1% Healing mod.: +29% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. This object's appearance was changed to Staff of Arcane Supremacy. | 
| Around waist |  Thundersmash Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+5 eff.) Damage when hit (Melee): 16 lightning / 12 arcane / 12 blight Changes stats: +6 Str / +6 Con Changes resistances: +5% arcane Changes damage: +6% blight / +6% arcane / +6% lightning Critical mult.: +15.00% Physical save: +27 (+6 eff.) Maximum life: +55.00 Mindpower: +12 (+3 eff.) Size category: +1 A belt that goes around your waist. This item has been sent to the Item's Vault. | 
| In off hand |  Lisyth the Chargeblack (136% power, 7 apr, lightning element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +39.0% Physical power: +15 (+4 eff.) Changes stats: +2 Str / +1 Wil / +6 Con Changes resistances penetration: +10% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +69.00% Physical save: +20 (+5 eff.) Life regen: +1.80 Maximum stamina: +10.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +9% Mental crit. chance: +1% Healing mod.: +29% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. This object's appearance was changed to ???. | 
| Cloak |  Iseretira the Coalsmash (3 def, 13 armour) Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +27 Armour: +13 Defense: +3 (+2 eff.) Changes resistances: +9% lightning / +15% fire / +30% cold Changes resistances penetration: +20% darkness Critical mult.: +60.00% Stealth bonus: +30 Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Disease immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. This object's appearance was changed to cashmere cloak. | 
| Main armor |  Eilinita the elven-silk robe (5 def, 0 armour) Requires: - Level 35 Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +15 Str / +24 Mag / +24 Wil / +4 Cun Changes resistances: +59% lightning / +30% cold Changes resistances penetration: +5% temporal Changes damage: +55% lightning / +30% physical / +34% cold Grants telepathy: Dragon Critical mult.: +5.00% Mental save: +6 (+1 eff.) Mana each turn: +0.38 Psi each turn: +0.39 Mindpower: +4 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. This object's appearance was changed to Black Robe. | 
Inventory
|  Cyrima the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 20 temporal Changes stats: +10 Str Changes resistances penetration: +25% physical Changes damage: +24% physical Maximum stamina: +20.00 Amulets can have magical properties. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. | 
|  voratun ring 'Islille' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +4 Cun / +4 Wil Changes resistances: +15% acid / +46% darkness / +6% fire / +9% mind / +9% nature Changes damage: +20% darkness Blindness immunity: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings can have magical properties. | 
|  Fulyran the voratun battleaxe (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +26 blight / +20 light Damage against: +42% Undead When wielded/worn: Accuracy: +13 (+4 eff.) Fatigue: -10% Changes stats: +7 Str / +4 Mag / +2 Cun Changes damage: +13% physical Disease immunity: +32% Stamina when hit: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. | 
|  Stokewarden (171% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +26 nature / +28 temporal Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 20 arcane / 8 blight Changes stats: +10 Mag Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +108.00 Massive two-handed battleaxes. | 
|  voratun battleaxe (170% power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. | 
|  Elyvea (118% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing * wounds the target for 7 turns: 20 bleeding, 67% reduced healing Damage (Melee): +4 temporal / +7 nature / +12 mind When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% light Maximum psi: +10.00 Mindpower: +6 (+1 eff.) Sharp, short and deadly. | 
|  Ichorward (195% power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 196% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +20 physical Burst (radius 2) on crit: +12 nature When wielded/worn: Changes resistances penetration: +25% physical Changes damage: +6% physical Life regen: +0.60 Only die when reaching: -80.00 life Massive two-handed mauls. | 
|  Voratun Hammer of the Deep Bellow (193% power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. | 
|  voratun greatmaul (177% power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. | 
|  Colaryem (159% power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. | 
|  Squalorreaper (173% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 40% * 25% chance to put talents on cooldown Damage (Melee): +28 temporal / +31 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +21 Changes resistances penetration: +15% darkness / +21% physical Changes damage: +21% physical / +6% nature / +12% darkness Massive two-handed swords. | 
|  voratun greatsword (171% power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. | 
|  dragonbone longbow 'Hettodradir' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical power: +18 (+4 eff.) Changes stats: +8 Str / +6 Wil Changes damage: +12% temporal Vim when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +40.00 Longbows are used to shoot arrows at your foes. | 
|  Anidunarath the voratun longsword (154% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Grants telepathy: Humanoid/Orc Mental save: +30 (+7 eff.) Hate when firing a critical mind attack: +5.00 Mental crit. chance: +3% Sharp, long, and deadly. | 
|  Blood-Edge (157% power, 7 apr) Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 60% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. | 
|  Dawn's Blade (161% power, 7 apr) Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 48% Wil, 25% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 439.89 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. | 
|  Hanelin the voratun longsword (151% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% When wielded/worn: Physical crit. chance: +15.0% Fatigue: -6% Changes stats: +6 Con / +4 Wil Changes damage: +9% blight Spell save: +20 (+5 eff.) Vim when firing critical spell: +4.00 Spellpower: +8 (+1 eff.) Sharp, long, and deadly. | 
|  Sunravager (153% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 blight Burst (radius 1) on hit: +20 fire When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +8% all Changes resistances penetration: +15% nature Changes damage: +30% light Maximum vim: +30.00 Spellpower: +8 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. | 
|  Thunderfall (161% power, 6 apr) Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. | 
|  Ureslak's Femur (164% power, 5 apr) Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. | 
|  living mindstar (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 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: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Layolrath the Brightpython Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 16% chance to corrode armour by 30% Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +26 (+7 eff.) Physical crit. chance: +22.0% Changes resistances penetration: +15% acid Changes damage: +12% fire Spell save: +12 (+3 eff.) Life regen: +1.90 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Slings are used to hurl stones or metal shots at your foes. | 
|  drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. | 
|  Cracklebone the dragonbone starstaff (152% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 lightning / +8 fire When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 44 arcane Changes stats: +5 Wil Changes resistances penetration: +10% lightning Changes damage: +42% cold Talent granted: +1 Command Staff Maximum mana: +103.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +9% Infravision radius: +3 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 127.73 to 153.27 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  Ivuwen (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 42 arcane Changes stats: +2 Wil / +2 Mag Changes damage: +30% fire / +3% arcane / +15% physical Talent granted: +1 Command Staff Spell save: +20 (+5 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +213.00 Spellpower: +43 (+7 eff.) Spell crit. chance: +5% Damage Shield penetration: +40% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  dragonbone magestaff (136% power, 6 apr, arcane element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  dragonbone magestaff 'Gessra' (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Cun Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +20% Poison immunity: +10% Disease immunity: +25% Silence immunity: +30% Pinning immunity: +15% Spellpower: +20 (+3 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 113.93 to 136.72 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  dragonbone starstaff (136% power, 6 apr, physical element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  dragonbone vilestaff (136% power, 6 apr, acid element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  orichalcum trident (164% power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 165% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  voratun waraxe (150% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. | 
|  Skeletal Claw (167% power, 8 apr) Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+6 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 311.44 physical damage, and inflicting bleeding for another 155.72 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. | 
|  Whip of Urh'Rok (167% power, 0 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 60% Cun Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+3 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. | 
|  Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
|  drakeskin leather belt 1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. | 
|  Daimichik the Dawnwitch (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 8 light Changes stats: +4 Cun / +3 Dex Changes resistances penetration: +15% light Changes damage: +15% acid / +12% light Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+8 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+1 eff.) It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 364 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. | 
|  Ragihek the elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +8 Mag / +5 Wil / +3 Cun / +4 Con Changes resistances: +27% darkness / +3% acid Changes resistances penetration: +15% temporal / +10% physical Changes damage: +6% acid / +20% physical / +18% darkness / +18% arcane / +15% temporal Maximum mana: +97.00 Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Saleldassra the elven-silk robe (5 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Changes resistances: +15% blight / +22% physical / +9% nature / +6% darkness Changes damage: +6% mind / +20% physical Poison immunity: +25% Hate when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Belulranne' (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +15% acid / +9% light / +6% cold / +30% nature / +9% lightning Changes damage: +14% nature / +21% acid Blindness immunity: +25% Teleport immunity: +20% Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Scorched Boots (4 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 8 turns. Each creature hit by the storm takes 45.62 blight damage and is poisoned for 182.48 blight damage over 4 turns. The blight poison is especially virulent, and has a 61% chance to ignore poison immunity. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. | 
|  Xarina the Chargepanic (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% lightning / +15% cold / +3% physical Changes resistances penetration: +25% lightning Changes damage: +18% lightning Disease immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -90.00 life Spellpower: +6 (+1 eff.) A pair of boots made of leather. | 
|  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. | 
|  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 (+4 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: 11% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 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 185.29 fire damage and 173.21 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. | 
|  drakeskin leather gloves (0 def, 3 armour) 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Dagatir (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +10 Str Changes resistances penetration: +27% arcane Spell save: +9 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum vim: +40.00 Spellpower: +10 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 A cap made of leather. | 
|  Fulatoldir the Stokeshear (6 def, 13 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to disease Changes stats: +4 Cun / +3 Wil Changes resistances: +9% blight / +4% all Changes resistances penetration: +15% blight / +5% fire Changes damage: +12% fire Physical save: +26 (+6 eff.) Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Tulusin the Healdream (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +3 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +25% darkness / +6% nature Changes resistances penetration: +10% nature Changes damage: +17% darkness / +6% nature Critical mult.: +3.00% Life regen: +3.90 Spellpower: +4 (+1 eff.) Damage Shield Power: +14% A pointy cloth hat, very wizardly... | 
|  Xerarewe the Shadowrend (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 darkness / 9 physical Changes stats: +5 Str / +2 Mag Changes resistances penetration: +25% blight Changes damage: +12% darkness Grants telepathy: Dragon Reduces incoming crit damage: 16.00% Infravision radius: +3 See invisible: +21 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 489.8 Physical damage. If the attack hits, the target is confused (37% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  drakeskin leather cap 'Xetira' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -7% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid / 16 mind Changes stats: +5 Str / +4 Cun / +8 Con Changes resistances penetration: +20% acid Changes damage: +15% mind Light radius: +3 A cap made of leather. | 
|  elven-silk wizard hat 'Beleyanne' (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 16 mind / 8 temporal Changes resistances: +4% lightning / +8% temporal / +6% light / +5% fire / +6% nature / +6% acid / +6% blight / +5% cold / +4% darkness Changes resistances penetration: +5% mind Changes damage: +6% temporal Life regen: +3.90 Psi each turn: +0.35 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Shield Power: +10% A pointy cloth hat, very wizardly... | 
|  Bloombrand (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +30% cold / +18% nature Changes resistances penetration: +26% acid Changes damage: +15% nature A suit of armour made of mail. | 
|  Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. | 
|  Tudar the Scorpionvile (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Changes resistances: +24% temporal / +35% darkness / +21% nature Changes resistances penetration: +10% nature Changes damage: +30% nature / +24% darkness Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +29% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A suit of armour made of leather. | 
|  Boltjeer (9 def, 16 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: +16 Defense: +9 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 12 lightning Changes resistances: +6% cold / +36% fire / +9% nature / +16% mind Spell save: +3 (+1 eff.) Mental save: +21 (+5 eff.) Life regen: +7.50 Stamina each turn: +2.10 A suit of armour made of metal plates. | 
|  Hettilar the voratun plate armour (9 def, 23 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+5 eff.) Fatigue: +17% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 physical Changes stats: +1 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Physical save: +14 (+3 eff.) Mental save: +20 (+5 eff.) Life regen: +3.80 Maximum life: +100.00 Mindpower: +10 (+2 eff.) Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. | 
|  Nerevena (15 def, 25 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+2 eff.) Armour: +25 Defense: +15 (+8 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +9% acid / +10% physical / +11% fire / +10% lightning / +34% cold Critical mult.: +6.00% Stamina each turn: +0.40 Maximum life: +100.00 A suit of armour made of metal plates. | 
|  Unsetting Sun (16 def, 20 armour, 280 block) Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+8 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+5 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. | 
|  Arkul's Siege Arrows (14/14, 180% power, 100 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 42% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. | 
|  Satyrglory (21/21, 165% power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 44% chance to cause random gloom * 20% chance to disease Damage (Ranged): +90 insidious poison / +24 arcane / +28 nature Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +12 blight Arrows are used with bows to pierce your foes to death. | 
|  62 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. | 
|  sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 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. | 
|  Pick of Dwarven Emperors (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 531.54 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
|  Polunn Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +10 Cun / +12 Con Changes resistances: +30% blight / +6% cold / +9% temporal Blindness immunity: +10% Disease immunity: +10% Disarm immunity: +10% Confusion immunity: +5% Knockback immunity: +10% Life regen: +11.20 Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  dwarven lantern 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  dwarven lantern 'Eloba' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +1 Cun / +4 Con Changes resistances: +17% blight Life regen: +5.40 Equilibrium when hit: +0.16 Psi when hit: +0.12 Maximum life: +80.00 Maximum hate: +2.00 Mindpower: +2 (+0 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of 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) 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. | 
|  23 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. | 
|  16 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. | 
|  Rod of Annulment (0/1) Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 12/30. You can feel magic draining out around this rod. Even nature itself seems affected. This item has been sent to the Item's Vault. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (0/3) Requires: - Level 15 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 988.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 8/75. This rod carved out of a giant spider fang continuously drips venom. This item has been sent to the Item's Vault. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. | 
|  Vilewind (24/24, 164% power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * Slows global speed by 42% Damage (Ranged): +25 lightning Burst (radius 1) on hit: +28 nature Burst (radius 2) on crit: +15 lightning / +32 nature Shots are used with slings to pummel your foes to death. | 
|  pouch of voratun shots (20/20, 163% power, 6 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 163% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Shots are used with slings to pummel your foes to death. | 
|  pouch of voratun shots 'Pusweeper' (21/49, 166% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stat: 92% Cun Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +35.0% Capacity: 49 On weapon hit: * Slows global speed by 44% On weapon crit: * cripple the target Damage (Ranged): +12 nature / +8 arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. | 
|  Cyryta the dragonbone totem of cure ailments [power 4]  (10 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +3% acid / +9% fire / +9% nature / +6% mind Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web Spell save: +32 (+8 eff.) It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. | 
|  21 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. | 
|  20 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  29 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. | 
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.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
 A dangerous secret (Roguelike)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Roguelike)
			Found the mysterious staff and told Last Hope about it.By Bobby the Yeek Adventurer level 37
9th Flare 123rd year of Ascendancy at 12:39 see stats
 A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Bobby the Yeek Adventurer level 19
60th Dusk 122nd year of Ascendancy at 13:13 see stats
 Against all odds (Roguelike)
			Killed Ukruk in the ambush.
			Against all odds (Roguelike)
			Killed Ukruk in the ambush.By Bobby the Yeek Adventurer level 37
6th Flare 123rd year of Ascendancy at 12:15 see stats
 Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Bobby the Yeek Adventurer level 40
8th Haze 123rd year of Ascendancy at 15:29 see stats
 Arachnophobia (Roguelike)
			Destroyed the spydric menace.
			Arachnophobia (Roguelike)
			Destroyed the spydric menace.By Bobby the Yeek Adventurer level 41
28th Haze 123rd year of Ascendancy at 13:13 see stats
 Are you out of your mind?! (Roguelike)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Roguelike)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Bobby the Yeek Adventurer level 44
15th Pyre 124th year of Ascendancy at 13:56 see stats
 Atamathoned! (Roguelike)
			Killed the giant golem Atamathon after foolishly reactivating it.
			Atamathoned! (Roguelike)
			Killed the giant golem Atamathon after foolishly reactivating it.By Bobby the Yeek Adventurer level 49
7th Dusk 124th year of Ascendancy at 05:02 see stats
 Back and there again (Roguelike)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Roguelike)
			Opened a portal to the Far East from Maj'Eyal.By Bobby the Yeek Adventurer level 50
27th Dusk 124th year of Ascendancy at 08:38 see stats
 Brave new world (Roguelike)
			Went to the Far East and took part in the war.
			Brave new world (Roguelike)
			Went to the Far East and took part in the war.By Bobby the Yeek Adventurer level 41
25th Haze 123rd year of Ascendancy at 05:48 see stats
 Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Bobby the Yeek Adventurer level 35
5th Flare 123rd year of Ascendancy at 05:22 see stats
 Clone War (Roguelike)
			Destroyed your own Shade.
			Clone War (Roguelike)
			Destroyed your own Shade.By Bobby the Yeek Adventurer level 50
32nd Dusk 124th year of Ascendancy at 11:41 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Bobby the Yeek Adventurer level 13
7th Dusk 122nd year of Ascendancy at 04:02 see stats
 Demonic Invasion (Roguelike)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Roguelike)
			Stopped a demonic invasion by closing their portal.By Bobby the Yeek Adventurer level 50
45th Dusk 124th year of Ascendancy at 00:55 see stats
 Destroyer of the creation (Roguelike)
			Killed Slasul.
			Destroyer of the creation (Roguelike)
			Killed Slasul.By Bobby the Yeek Adventurer level 42
78th Regrowth 124th year of Ascendancy at 21:52 see stats
 Destroyer's bane (Roguelike)
			Killed Golbug the Destroyer.
			Destroyer's bane (Roguelike)
			Killed Golbug the Destroyer.By Bobby the Yeek Adventurer level 39
2nd Haze 123rd year of Ascendancy at 13:00 see stats
 Deus Ex Machina (Roguelike)
			Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.
			Deus Ex Machina (Roguelike)
			Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By Bobby the Yeek Adventurer level 37
44th Dusk 123rd year of Ascendancy at 21:33 see stats
 Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.
			Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.By Bobby the Yeek Adventurer level 50
46th Dusk 124th year of Ascendancy at 23:55 see stats
 Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.By Bobby the Yeek Adventurer level 23
30th Haze 122nd year of Ascendancy at 15:37 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Bobby the Yeek Adventurer level 19
67th Dusk 122nd year of Ascendancy at 15:30 see stats
 Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Bobby the Yeek Adventurer level 38
70th Dusk 123rd year of Ascendancy at 12:48 see stats
 Fear of Fours (Roguelike)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Roguelike)
			Killed all four bosses of the Slime Tunnels.By Bobby the Yeek Adventurer level 50
61st Haze 124th year of Ascendancy at 02:26 see stats
 Flooder (Roguelike)
			Defeated Ukllmswwik while doing his own quest.
			Flooder (Roguelike)
			Defeated Ukllmswwik while doing his own quest.By Bobby the Yeek Adventurer level 43
78th Regrowth 124th year of Ascendancy at 22:48 see stats
 Gem of the Moon (Roguelike)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Roguelike)
			Completed the Master Jeweler quest with Limmir.By Bobby the Yeek Adventurer level 50
43rd Dusk 124th year of Ascendancy at 05:35 see stats
 Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bobby the Yeek Adventurer level 19
60th Dusk 122nd year of Ascendancy at 12:55 see stats
 I cleared the room of death and all I got was this lousy achievement! (Roguelike)
			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! (Roguelike)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Bobby the Yeek Adventurer level 46
15th Pyre 124th year of Ascendancy at 18:49 see stats
 Invasion from the Depths (Roguelike)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Roguelike)
			Stopped a naga invasion by closing their portal.By Bobby the Yeek Adventurer level 50
17th Haze 124th year of Ascendancy at 11:51 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Bobby the Yeek Adventurer level 10
10th Mirth 122nd year of Ascendancy at 07:07 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Bobby the Yeek Adventurer level 20
67th Dusk 122nd year of Ascendancy at 16:19 see stats
 Level 30 (Roguelike)
			Got a character to level 30.
			Level 30 (Roguelike)
			Got a character to level 30.By Bobby the Yeek Adventurer level 30
31st Regrowth 123rd year of Ascendancy at 22:06 see stats
 Level 40 (Roguelike)
			Got a character to level 40.
			Level 40 (Roguelike)
			Got a character to level 40.By Bobby the Yeek Adventurer level 40
2nd Haze 123rd year of Ascendancy at 13:00 see stats
 Level 50 (Roguelike)
			Got a character to level 50.
			Level 50 (Roguelike)
			Got a character to level 50.By Bobby the Yeek Adventurer level 50
26th Dusk 124th year of Ascendancy at 11:57 see stats
 Lucky Girl (Roguelike)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Roguelike)
			Saved Melinda again and invited her to the Fortress to cure her.By Bobby the Yeek Adventurer level 28
55th Haze 122nd year of Ascendancy at 11:06 see stats
 No Way! (Roguelike)
			Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.
			No Way! (Roguelike)
			Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.By Bobby the Yeek Adventurer level 50
72nd Haze 124th year of Ascendancy at 15:56 see stats
 Orcrist (Roguelike)
			Killed the leaders of the Orc Pride.
			Orcrist (Roguelike)
			Killed the leaders of the Orc Pride.By Bobby the Yeek Adventurer level 50
28th Haze 124th year of Ascendancy at 15:00 see stats
 Overpowered! (Roguelike)
			Did over 6000 damage in one attack.
			Overpowered! (Roguelike)
			Did over 6000 damage in one attack.By Bobby the Yeek Adventurer level 49
7th Dusk 124th year of Ascendancy at 03:51 see stats
 Race through fire (Roguelike)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Roguelike)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Bobby the Yeek Adventurer level 50
61st Dusk 124th year of Ascendancy at 19:46 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Bobby the Yeek Adventurer level 16
43rd Dusk 122nd year of Ascendancy at 01:46 see stats
 Savior of the damsels in distress (Roguelike)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Roguelike)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bobby the Yeek Adventurer level 28
46th Haze 122nd year of Ascendancy at 23:26 see stats
 Size is everything (Roguelike)
			Did over 1500 damage in one attack.
			Size is everything (Roguelike)
			Did over 1500 damage in one attack.By Bobby the Yeek Adventurer level 28
17th Regrowth 123rd year of Ascendancy at 11:11 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Bobby the Yeek Adventurer level 19
67th Dusk 122nd year of Ascendancy at 02:18 see stats
 Sliders (Roguelike)
			Activated a portal using the Orb of Many Ways.
			Sliders (Roguelike)
			Activated a portal using the Orb of Many Ways.By Bobby the Yeek Adventurer level 40
22nd Haze 123rd year of Ascendancy at 03:26 see stats
 Tactical master (Roguelike)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Roguelike)
			Fought the two Sorcerers without closing any invocation portals.By Bobby the Yeek Adventurer level 50
72nd Haze 124th year of Ascendancy at 15:55 see stats
 Tales of the Spellblaze (Roguelike)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Roguelike)
			Learned the eight chapters of the Spellblaze Chronicles.By Bobby the Yeek Adventurer level 50
4th Haze 124th year of Ascendancy at 00:48 see stats
 That was close (Roguelike)
			Killed your target while having only 1 life left.
			That was close (Roguelike)
			Killed your target while having only 1 life left.By Bobby the Yeek Adventurer level 27
44th Haze 122nd year of Ascendancy at 21:24 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Bobby the Yeek Adventurer level 13
20th Dusk 122nd year of Ascendancy at 22:09 see stats
 The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.By Bobby the Yeek Adventurer level 19
60th Dusk 122nd year of Ascendancy at 13:13 see stats
 The Restless Dead (Roguelike)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Roguelike)
			Disturbed an old battlefield and survived the consequences.By Bobby the Yeek Adventurer level 25
33rd Haze 122nd year of Ascendancy at 13:20 see stats
 The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bobby the Yeek Adventurer level 30
48th Regrowth 123rd year of Ascendancy at 09:19 see stats
 The Sun Still Shines (Roguelike)
			Aeryn survived the last battle.
			The Sun Still Shines (Roguelike)
			Aeryn survived the last battle.By Bobby the Yeek Adventurer level 50
72nd Haze 124th year of Ascendancy at 15:56 see stats
 The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.
			The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.By Bobby the Yeek Adventurer level 37
55th Dusk 123rd year of Ascendancy at 13:55 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Bobby the Yeek Adventurer level 16
45th Dusk 122nd year of Ascendancy at 20:50 see stats
 The sky is falling! (Roguelike)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Roguelike)
			Saw a huge meteor falling from the sky.By Bobby the Yeek Adventurer level 31
69th Pyre 123rd year of Ascendancy at 12:45 see stats
 There and back again (Roguelike)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Roguelike)
			Opened a portal to Maj'Eyal from the Far East.By Bobby the Yeek Adventurer level 46
34th Pyre 124th year of Ascendancy at 20:03 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Bobby the Yeek Adventurer level 31
5th Mirth 123rd year of Ascendancy at 16:13 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Bobby the Yeek Adventurer level 20
68th Dusk 122nd year of Ascendancy at 21:37 see stats
 Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.By Bobby the Yeek Adventurer level 36
5th Flare 123rd year of Ascendancy at 11:33 see stats
Log
Bobby's Shock hits Argoniel for 5904 lightning damage.
Bobby's Shock killed Argoniel!
Talent Disperse Magic is ready to use.
Bobby receives 82 healing from Temporal Restoration Field.
Acid Splash from Argoniel hits Bobby for 19 acid damage.
Saving game...
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: No Way! (Roguelike)!
Personal New Achievement: The Sun Still Shines (Roguelike)!
Saving done.
Bobby is free from the acid.
Bobby deactivates Skate.
Bobby is free from the hex.
Bobby deactivates Thunderstorm.
The furious lightning storm around Bobby calms down and disappears.
Bobby deactivates Essence of Speed.
Bobby deactivates Hymn of Shadows.
Bobby deactivates Dark Ritual.
Bobby deactivates Feather Wind.
Bobby is no longer surging arcane power.
Bobby deactivates Beyond the Flesh.
Bobby deactivates Hurricane.
Bobby feels pain again.
Bobby deactivates Lightning Infusion.
Bobby deactivates Quicken Spells.
Bobby deactivates Tempest.
Bobby deactivates Spellcraft.




























































