Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 | 
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Berserker | 
| Level / Exp | 26 / 86% | 
| Size | medium | 
| Lifes / Deaths | Killed by Adedamira the elven cultist at level 17 on the 6th Decay 122nd year of Ascendancy at 16:120 / 8 Killed by Chasia the thalore at level 17 on the 1st Allure 123rd year of Ascendancy at 00:00 Killed by Porogatha the cold drake hatchling at level 18 on the 14th Regrowth 123rd year of Ascendancy at 05:06 Killed by Greater Mummy Lord at level 22 on the 40th Regrowth 123rd year of Ascendancy at 03:21 Killed by Grand Corruptor at level 22 on the 47th Regrowth 123rd year of Ascendancy at 05:07 Killed by snow giant thunderer at level 23 on the 60th Regrowth 123rd year of Ascendancy at 12:25 Killed by barrow wight at level 26 on the 17th Pyre 123rd year of Ascendancy at 16:45 Killed by dread at level 26 on the 18th Pyre 123rd year of Ascendancy at 05:06 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 65 (base 56) | 
| Dexterity | 21 (base 11) | 
| Constitution | 59 (base 51) | 
| Magic | 10 (base 10) | 
| Willpower | 19 (base 12) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -42/980 | 
| Stamina | 75/178 | 
| Equilibrium | 15 | 
| Healing Factor | 1.1 | 
| Regeneration | 115.71881230677 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| See Stealth | 10 | 
| See Invisible | 10 | 
| ESP Range | 10 | 
| ESP Kinds | humanoid/orc | 
Offense: Mainhand
| Damage | 135 | 
| Accuracy | 43 | 
| Crit Chance | 84% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22.65 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | +2% | 
Defense: Base
| Armour (hardiness) | 56.2 (93.924050632911%) | 
| Defense | 23.425 | 
| Ranged Defense | 23.425 | 
| Fatigue | 31 | 
| Physical Save | 44.466666666667 | 
| Spell Save | 10.15 | 
| Mental Save | 16.15 | 
Defense: Resistances
| All | + 15%( 70%) | 
Defense: Immunities
| Disarm Resistance | 92% | 
| Stun Resistance | 86% | 
| Pinning Resistance | 97% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. | 
Class Talents
| Technique / Berserker's strength | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Bloodthirst | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Wild Growth | 
| talent | Berserker Rage | 
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57.Bloodbath | 
| beneficial effect | A flow of life spins around the target, regenerating 74.60 life per turn.Regeneration | 
| detrimental effect | The target is hexed.  Each time it uses an ability it takes 51.62 fire damage, and talent cooldowns are increased by 62% plus 1 turn.Burning Hex | 
| beneficial effect | You gain 6% resistance against blight.Resolve | 
| beneficial effect | Increases critical hit chance by 50%.Berserker Rage | 
| detrimental effect | The target is infected by a disease, reducing its constitution by 10 and doing 25.33 blight damage per turn.Rotting Disease | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
Quests
| 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 successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.Escort: lost warrior (level 3 of Dreadfell) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You failed to protect the lost warrior from death by Prox the Mighty.Escort: lost warrior (level 3 of Trollmire) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Old Forest.Escort: repented thief (level 1 of Old Forest) As a reward you improved talent Piercing Sight (+1 level(s)). | done | 
| You failed to protect the worried loremaster from death by skeleton warrior.Escort: worried loremaster (level 5 of Dreadfell) | failed | 
| 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 | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | 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. You have been shown a secret entrance to his stronghold. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed naga tongue. * You've found the needed vampire lord fang. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | 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 have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | Olilathaldir (11 def, 3 armour)Olilathaldir (11 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +3 Defense: +11 (+6 eff.) Fatigue: +2% Physical save: +3 (+1 eff.) Only die when reaching: -20.00 life Healing mod.: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 11 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head | thaloren iron helm of might (0 def, 3 armour)thaloren iron helm of might (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +5% blight Mental save: +6 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool | Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
| On fingers | copper ring of tenacitycopper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. | 
| On fingers | marksman's stralite ring of tenacitymarksman's stralite ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +32% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. | 
| Around waist | Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In main hand | Genocide (42-67.2 power, 4 apr)Genocide (42-67.2 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. | 
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
| Main armor | Borfast's Cage (10 def, 20 armour)Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. | 
| Cloak | cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
Inventory
| regeneration infusion of the warrior (heal 292 over 5 turns)regeneration infusion of the warrior (heal 292 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| Rune of the Rift (226.00 temporal damage, removed from time 4 turns)Rune of the Rift (226.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.52 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. | 
| Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 170 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
| archmage's steel amulet of mastery (0.11 Technique / Warcries)archmage's steel amulet of mastery (0.11 Technique / Warcries) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes damage: +4% acid / +5% fire / +4% lightning / +5% cold Talent mastery: +0.11 Technique / Warcries Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets can have magical properties. | 
| cleansing gold amulet of healingcleansing gold amulet of healing Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% nature / +15% blight Poison immunity: +26% Disease immunity: +24% Cut immunity: +50% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 132 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.serendipitous gold amulet serendipitous gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +8 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. | 
| stabilizing copper amuletstabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. | 
| Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +22% light Changes damage: +11% light Mental save: +25 (+14 eff.) Psi when hit: +0.04 Maximum psi: +10.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +1% 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? | 
| copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. | 
| copper ring of fire (+22%)copper ring of fire (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. | 
| marksman's steel ring of light (+20%)marksman's steel ring of light (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. | 
| savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+7 eff.) Mental save: +7 (+5 eff.) Rings can have magical properties. | 
| Relgikan (44-66 power, 3 apr)Relgikan (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +6% mind Stun/Freeze immunity: +10% Massive two-handed battleaxes. | 
| arcing stralite battleaxe of massacre (60.5-90.75 power, 3 apr)arcing stralite battleaxe of massacre (60.5-90.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 60.5 - 90.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed battleaxes. | 
| hateful steel battleaxe of massacre (31-46.5 power, 2 apr)hateful steel battleaxe of massacre (31-46.5 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of crippling (15.5-20.15 power, 7 apr) dwarven-steel dagger of crippling (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. | 
| Brandwhisper the stralite greatsword (62.5-100 power, 3 apr)Brandwhisper the stralite greatsword (62.5-100 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Accuracy: +26 (+9 eff.) Defense: +12 (+6 eff.) Changes stats: +6 Str Changes resistances: +9% fire Changes damage: +6% temporal / +12% physical / +18% fire Disarm immunity: +36% Stamina when hit: +2.00 Massive two-handed swords. | 
| Colaryem (48-76.8 power, 12 apr)Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical 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. | 
| Eilinodhemira the Pustrial (61.5-98.4 power, 3 apr)Eilinodhemira the Pustrial (61.5-98.4 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 19% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Changes stats: +6 Str / +5 Dex / +3 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances: +6% fire Changes resistances penetration: +12% lightning / +10% fire Changes damage: +9% nature Light radius: +3 Massive two-handed swords. | 
| Spectral Blade (24-38.4 power, 25 apr)Spectral Blade (24-38.4 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+5 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. | 
| iron greatsword (16.5-26.4 power, 1 apr)iron greatsword (16.5-26.4 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. | 
| warbringer's dwarven-steel greatsword of the leech (36-57.6 power, 2 apr)warbringer's dwarven-steel greatsword of the leech (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 10 nature slow Changes stats: +5 Con Changes resistances penetration: +12% physical Disarm immunity: +24% Massive two-handed swords. | 
| This item will automatically be transmogrified when you leave the level.mighty elven-wood longbow of power mighty elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +8% physical Changes damage: +12% physical Longbows are used to shoot arrows at your foes. | 
| This item will automatically be transmogrified when you leave the level.acidic dwarven-steel mace of daylight (27.5-38.5 power, 4 apr) acidic dwarven-steel mace of daylight (27.5-38.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +8 light Damage against: +10% Undead Blunt and deadly. | 
| The River's Fury (23-32.2 power, 8 apr)The River's Fury (23-32.2 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+10 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 3.55 cold damage and 3.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. | 
| This item will automatically be transmogrified when you leave the level.elemental dwarven-steel waraxe of amnesia (20.5-28.7 power, 4 apr) elemental dwarven-steel waraxe of amnesia (20.5-28.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +10% acid / +7% fire / +11% cold / +10% lightning One-handed war axes. | 
| nightruned rough leather belt of the mysticnightruned rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness Mental save: +6 (+5 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. | 
| rough leather beltrough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. | 
| thick linen cloak of the Shaloren (1 def, 6 armour)thick linen cloak of the Shaloren (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 25% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
| Ruthless Grip (0 def, 5 armour)Ruthless Grip (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 20.73 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. | 
| Wyrmbreath (0 def, 4 armour)Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 194.44 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. | 
| blighted iron gauntlets of strength (+2) (0 def, 1 armour)blighted iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Str Changes resistances: +5% blight Changes damage: +4% blight Metal gloves protecting the hands up to the middle of the lower arm. | 
| Aletta's Diadem (0 def, 0 armour)Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 67.94 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? | 
| iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. | 
| Thalore-Wood Cuirass (4 def, 12 armour)Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. | 
| iron plate armour of cold resistance (3 def, 7 armour)iron plate armour of cold resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes resistances: +15% cold A suit of armour made of metal plates. | 
| radiant dwarven-steel plate armour of command (11 def, 15 armour)radiant dwarven-steel plate armour of command (11 def, 15 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +11 (+6 eff.) Fatigue: +24% Damage when hit (Melee): 4 light Changes stats: +2 Cun / +1 Wil Changes resistances: +10% blight / +10% darkness Mental save: +12 (+8 eff.) Light radius: +1 A suit of armour made of metal plates. | 
| agateagate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| 2 onyx2 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 2 lapis lazuli2 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 2 topaz2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe of Reknor (dig speed 15 turns) dwarven-steel pickaxe of Reknor (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| dwarven-steel pickaxe of predation (dig speed 23 turns)dwarven-steel pickaxe of predation (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| This item will automatically be transmogrified when you leave the level.woodsman's dwarven-steel pickaxe (dig speed 30 turns) woodsman's dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| woodsman's iron pickaxe (dig speed 36 turns)woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 3 emerald3 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| jadejade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| turquoiseturquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| scorching alchemist's lamp of the moonsscorching alchemist's lamp of the moons Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +7% light / +6% fire Changes damage: +8% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 52.00 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| survivor's brass lanternsurvivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| PlumpkinPlumpkin Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
| Rod of Recall (1/1)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. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| This item will automatically be transmogrified when you leave the level.yew totem of healing [power 140]  (20 cooldown) yew totem of healing [power 140] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 6 (Willpower) for 140, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
| Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
| quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| zirconzircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Antimagic!
			Completed antimagic training in the Ziguranth camp.
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By Momiji the Cornac Berserker level 23
56th Regrowth 123rd year of Ascendancy at 23:25 see stats
 Catch that Plumpkin!
			Finish the Plumpkin event.
			Catch that Plumpkin!
			Finish the Plumpkin event.By Momiji the Cornac Berserker level 16
68th Haze 122nd year of Ascendancy at 21:42 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Momiji the Cornac Berserker level 17
76th Haze 122nd year of Ascendancy at 02:54 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Momiji the Cornac Berserker level 19
15th Regrowth 123rd year of Ascendancy at 20:31 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Momiji the Cornac Berserker level 23
60th Regrowth 123rd year of Ascendancy at 14:20 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By Momiji the Cornac Berserker level 23
60th Regrowth 123rd year of Ascendancy at 11:59 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Momiji the Cornac Berserker level 10
7th Flare 122nd year of Ascendancy at 11:57 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Momiji the Cornac Berserker level 20
21st Regrowth 123rd year of Ascendancy at 20:31 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Momiji the Cornac Berserker level 13
21st Dusk 122nd year of Ascendancy at 07:02 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Momiji the Cornac Berserker level 20
25th Regrowth 123rd year of Ascendancy at 14:16 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Momiji the Cornac Berserker level 12
7th Dusk 122nd year of Ascendancy at 06:27 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Momiji the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 09:30 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Momiji the Cornac Berserker level 15
53rd Haze 122nd year of Ascendancy at 14:21 see stats
 Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By Momiji the Cornac Berserker level 15
53rd Haze 122nd year of Ascendancy at 00:37 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Momiji the Cornac Berserker level 23
49th Regrowth 123rd year of Ascendancy at 13:03 see stats
 Unstoppable
			Returned from the dead.
			Unstoppable
			Returned from the dead.By Momiji the Cornac Berserker level 23
60th Regrowth 123rd year of Ascendancy at 12:25 see stats
Log
Momiji hits Skeleton warrior for 185 physical, 5 mind (190 total damage).
Skeleton warrior is not dazed anymore.
Momiji is invigorated by the attack!
Barrow wight's glacial vapour area effect hits Master vampire for 6 cold damage.
Barrow wight's glacial vapour area effect hits Skeleton master archer for 32 cold damage.
Barrow wight's glacial vapour area effect hits Skeleton warrior for 20 cold damage.
Barrow wight's glacial vapour area effect hits Dread for 21 cold damage.
Barrow wight's glacial vapour area effect hits Something for 21 cold damage.
Barrow wight's glacial vapour area effect hits Something for 6 cold damage.
Barrow wight's glacial vapour area effect hits Momiji for 25 cold damage.
Barrow wight's glacial vapour area effect hits Something for 21 cold damage.
Barrow wight casts Lightning.
Momiji is invigorated by the attack!
Master vampire stops surging mana.
Momiji is invigorated by the attack!
Momiji is invigorated by the attack!
Something hits Momiji for 37 physical damage.
Barrow wight hits Master vampire for 168 lightning damage.
Barrow wight hits Dread for 71 lightning damage.
Barrow wight hits Momiji for 143 lightning damage.
Barrow wight hits Something for 109 lightning damage.
Skeleton warrior hits Momiji for 62 physical, 11 lightning (73 total damage).
Rotting Disease from Ghoul hits Momiji for 17 blight damage.
Momiji uses Infusion: Regeneration.
Momiji starts regenerating health quickly.
Momiji uses Execution.
Momiji performs a melee critical strike against Skeleton warrior!
Saving game...
