










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
  | 
| Campaign | Infinite | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Archmage | 
| Level / Exp | 21 / 72% | 
| Size | medium | 
| Lifes / Deaths | Killed by barrow wight at level 6 on the 79th Pyre 122nd year of Ascendancy at 22:01 0 / 5Killed by naga myrmidon at level 20 on the 5th Dusk 122nd year of Ascendancy at 06:08 Killed by armoured skeleton warrior at level 20 on the 5th Dusk 122nd year of Ascendancy at 14:21 Killed by ghast at level 20 on the 5th Dusk 122nd year of Ascendancy at 15:51 Killed by Gurin the skeletal rat at level 20 on the 7th Dusk 122nd year of Ascendancy at 12:31  | 
Primary Stats
| Strength | 14 (base 10) | 
| Dexterity | 10 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 70 (base 50) | 
| Willpower | 49 (base 38) | 
| Cunning | 29 (base 14) | 
Resources
| Life | 378/378 | 
| Mana | 360/360 | 
| Healing Factor | 1.0283363011315 | 
| Regeneration | 2.3137566775458 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
Offense: Mainhand
| Damage | 26 | 
| Accuracy | 4 | 
| Crit Chance | 9% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 13 | 
| Accuracy | 31 | 
| Crit Chance | 9% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 61 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 34 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +19% | 
| Darkness | +4% | 
| Temporal | +3% | 
| Blight | +6% | 
| Arcane | +64% | 
| Cold | +47% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +20% | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 4 | 
| Ranged Defense | 4 | 
| Fatigue | 0 | 
| Physical Save | 12 | 
| Spell Save | 41 | 
| Mental Save | 30 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Arcane | + 37%( 70%) | 
| Cold | + 44%( 70%) | 
| All | + 9%( 70%) | 
| Lightning | 0%( 70%) | 
| Temporal | + 14%( 70%) | 
| Physical | + 11%( 70%) | 
| Mind | + 19%( 70%) | 
| Darkness | + 19%( 70%) | 
| Nature | + 21%( 70%) | 
Defense: Immunities
| Stun Resistance | 3% | 
| Bleed Resistance | 10% | 
| Confusion Resistance | 40% | 
| Silence Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 809% for 10 turns (94 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat.  | 
Class Talents
| Spell / Meta | 1.40 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Temporal | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
  | 4/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aether | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Spell / Aegis | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
Effects
| talent | Disruption Shield | 
| talent | Shielding | 
| talent | Arcane Power | 
| detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge | 
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground | 
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: Random Artifact: Betolaith of thorny skin [power 33] (32 cooldown)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): Exterminator | active | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Ebonybringer (2-3 power, 12 apr, nature damage)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | failed | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: Random Artifact: Eruhek of gale force [power 105] (15 cooldown)  | done | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
| Light source |  BoltpassionCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature Cut immunity: +10% Only die when reaching: -60.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  spellwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +18% cold Changes damage: +12% cold Mana each turn: +0.10 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly...  | 
| On hands |  Skylash (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 darkness / 8 temporal Damage (Ranged): 5 temporal Changes stats: +3 Con / +3 Mag Changes resistances: +8% darkness / +5% temporal Changes damage: +9% lightning / +3% temporal / +5% arcane / +4% darkness Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Duathelspawner the iron torque of gale force [power 110]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes damage: +12% arcane It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  voratun ring 'Aloruidufast'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+4 eff.) Mana each turn: +0.20 Equilibrium when hit: +0.16 Vim when firing critical spell: +2.00 Maximum vim: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great!  | 
| On fingers |  steel ring 'Isybremina'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane / +1% physical Mental save: +8 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +23% Life regen: +2.00 Mana each turn: +0.17 Rings make your fingers look great!  | 
| Around neck |  clarifying copper amulet of mastery (0.10 Spell / Meta)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.10 Spell / Meta Confusion immunity: +20% Amulets make your neck look great!  | 
| In main hand |  ash starstaff 'Layirarin' (19-23 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +3% blight / +25% arcane Talent granted: +1 Command Staff Spell save: +3 (+1 eff.) Mana each turn: +0.19 Spellpower: +17 (+4 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art.  | 
| Around waist |  Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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 off hand |  Adotha (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +1% physical Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Physical save: +3 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +5 (+2 eff.) Silence immunity: +20% Equilibrium when hit: +0.70 Maximum life: +40.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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.  | 
| Cloak |  linen cloak 'Xythra' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +3% acid Changes resistances penetration: +20% mind Changes damage: +3% blight Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes.  | 
Inventory
 movement infusion (speed 409%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 409% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 shatter afflictions rune (absorb 27; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the psychic (absorb 468; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 468 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the titan (absorb 122; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 122 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Lelatar the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Changes stats: +2 Dex Changes resistances penetration: +15% mind / +10% physical Physical save: +16 (+12 eff.) Spell save: +13 (+4 eff.) Mental save: +10 (+5 eff.) Maximum stamina: +30.00 Amulets make your neck look great!  | 
 SwampwardenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 49% Damage when hit (Melee): 4 nature Changes resistances: +3% fire / +10% temporal Disease immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great!  | 
 gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Amulets make your neck look great!  | 
 grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great!  | 
 voratun amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great!  | 
 GloomstokerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Str / +1 Cun / +2 Con Changes damage: +9% darkness Reduces incoming crit damage: 15.00% Maximum encumbrance: +21 Rings make your fingers look great!  | 
 Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.34 cold and 14.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
 copper ring 'Aruba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Stun/Freeze immunity: +20% Life regen: +1.00 Mental crit. chance: +1% Rings make your fingers look great!  | 
 gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great!  | 
 marksman's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great!  | 
 rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings make your fingers look great!  | 
 savior's copper ring of arcana (+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Silence immunity: +21% Mana each turn: +0.11 Rings make your fingers look great!  | 
 steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great!  | 
 steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great!  | 
 steel ring 'Durugorn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +20% acid Changes damage: +3% arcane Physical save: +8 (+8 eff.) Disarm immunity: +21% Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +22% Life regen: +3.00 Maximum life: +20.00 Rings make your fingers look great!  | 
 Tulunariyon the stralite battleaxe (41-62 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +10.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+16 eff.) Defense: +13 (+13 eff.) Critical mult.: +10.00% Disarm immunity: +39% Stamina each turn: +3.00 Maximum mana: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes.  | 
 Arelle (20-25 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes resistances penetration: +15% arcane Changes damage: +3% mind Critical mult.: +10.00% Sharp, short and deadly.  | 
 Heatmarrow (39-51 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 39.0 - 50.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +16 mind / +12 cold When wielded/worn: Damage when hit (Melee): 4 fire Changes damage: +12% fire Mental save: +3 (+1 eff.) Sharp, short and deadly.  | 
 Icehunt the steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Damage (Melee): +8 nature / +4 lightning Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +4 cold When wielded/worn: Changes resistances: +3% cold Changes damage: +6% cold Sharp, short and deadly.  | 
 Poltergeist's Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+17 eff.) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
 Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 134.97 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
 arcing dwarven-steel dagger of massacre (23-30 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Sharp, short and deadly.  | 
 arcing steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Sharp, short and deadly.  | 
 balanced dwarven-steel dagger of vileness (16-21 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +6 blight When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +9 (+9 eff.) Disarm immunity: +22% Sharp, short and deadly.  | 
 balanced stralite dagger (29-38 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +5 (+5 eff.) Disarm immunity: +22% Sharp, short and deadly.  | 
 dwarven-steel dagger 'Leledehir' (16-21 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 10% chance to reduce all saves and defense by 23 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 nature / +10 mind When wielded/worn: Physical crit. chance: +5.0% Changes stats: +1 Cun / +1 Wil Changes resistances: +3% blight Sharp, short and deadly.  | 
 dwarven-steel dagger of massacre (24-31 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly.  | 
 dwarven-steel dagger of shearing (20-25 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +5 Changes resistances penetration: +10% all Sharp, short and deadly.  | 
 flaming steel dagger of massacre (18-23 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +5 fire Sharp, short and deadly.  | 
 slime-covered steel dagger of massacre (16-20 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.5 - 20.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 49% Sharp, short and deadly.  | 
 steel dagger 'Samurak' (20-26 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +10 (+10 eff.) Changes resistances: +6% lightning / +3% darkness Physical save: +9 (+8 eff.) Blindness immunity: +20% Sharp, short and deadly.  | 
 steel dagger of amnesia (14-18 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly.  | 
 steel dagger of evisceration (14-18 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+7 eff.) Sharp, short and deadly.  | 
 steel dagger of massacre (16-20 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.5 - 20.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly.  | 
 steel dagger of phasing (12-16 power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Sharp, short and deadly.  | 
 truestriking dwarven-steel dagger (16-21 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +5 Changes resistances penetration: +7% physical Sharp, short and deadly.  | 
 flaming dwarven-steel greatmaul (45-68 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Massive two-handed mauls.  | 
 truestriking dwarven-steel greatsword (38-62 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+14 eff.) Armour penetration: +9 Changes resistances penetration: +10% physical Massive two-handed swords.  | 
 voratun greatsword 'Cutheyon' (62-100 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 temporal When wielded/worn: Accuracy: +13 (+13 eff.) Defense: +14 (+14 eff.) Changes resistances: +12% acid Changes damage: +21% acid Disarm immunity: +34% Maximum hate: +4.00 Mental crit. chance: +3% Massive two-handed swords.  | 
 mighty dragonbone longbow of fireRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +17 fire When wielded/worn: Physical power: +9 (+8 eff.) Changes stats: +3 Str Changes damage: +24% fire Longbows are used to shoot arrows at your foes.  | 
 Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength.  | 
 Glimmertrial (48-68 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 48.5 - 67.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances: +9% light Only die when reaching: -20.00 life Maximum stamina: +30.00 Sharp, long, and deadly.  | 
 dwarven-steel longsword of corruption (24-34 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). Sharp, long, and deadly.  | 
 Ce'Nerin the Airtorrent (54-76 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% lightning / +9% fire Changes damage: +3% mind Pinning immunity: +20% Only die when reaching: -20.00 life Healing mod.: +15% Blunt and deadly.  | 
 Searguile the voratun mace (46-64 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Defense: +8 (+8 eff.) Changes stats: +1 Con Changes resistances: +5% arcane Changes resistances penetration: +20% fire Critical mult.: +5.00% Disarm immunity: +30% Maximum stamina: +30.00 Blunt and deadly.  | 
 balanced dwarven-steel mace of massacre (32-44 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +7 (+7 eff.) Disarm immunity: +22% Blunt and deadly.  | 
 Nightroar (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid / +8 fire Damage (radius 2) on crit: +4 darkness When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +20% acid / +5% darkness Changes damage: +6% fire Talent granted: +1 Attune Mindstar Spell save: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 creative vined mindstar of balance (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Physical save: +3 (+3 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 dreamer's thorny mindstar (8-8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% mind Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Psi each turn: +0.50 Maximum psi: +15.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 gifted vined mindstar of balance (6-7 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 living mindstar 'Magmablood' (15-16 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 cold / +12 fire Damage (radius 2) on crit: +8 cold When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +15% lightning Changes damage: +3% cold / +15% fire Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Maximum psi: +26.00 Mindpower: +10 (+5 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.  | 
 pulsing mindstar of venom (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 acid Changes resistances: +6% acid Changes resistances penetration: +4% acid Changes damage: +5% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 caustic drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +18 acid / +15 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +5% acid / +5% nature Slings are used to hurl stones or metal shots at your foes.  | 
 Snowdeath the dragonbone magestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +7% Changes resistances: +18% cold Changes resistances penetration: +10% fire / +10% temporal Changes damage: +15% cold / +36% fire Talent granted: +1 Command Staff Physical save: +3 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 Zadrathad the dragonbone vilestaff (39-47 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +10% mind / +5% acid Changes damage: +39% blight / +6% mind / +9% acid Talent granted: +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 ethereal dragonbone starstaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+15 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +23% Damage Shield Power: +14% Staves designed for wielders of magic, by the greats of the art.  | 
 orichalcum trident of massacre (63-101 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) 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.  | 
 Prismstun the steel waraxe (13-18 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 light Damage against: +5% Undead When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +6% light Changes damage: +3% mind One-handed war axes.  | 
 dwarven-steel waraxe (22-31 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes.  | 
 dwarven-steel waraxe 'Haniharavon' (22-30 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+8 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Con Mental save: +9 (+4 eff.) Equilibrium when hit: +0.08 Mindpower: +10 (+5 eff.) Infravision radius: +2 One-handed war axes.  | 
 flaming dwarven-steel waraxe of crippling (20-29 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +5.0% One-handed war axes.  | 
 Scorpion's Tail (28-31 power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+10 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers.  | 
 rough leather belt 'Xyvena'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +6% fire / +9% acid Blindness immunity: +10% Only die when reaching: -80.00 life Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist.  | 
 linen cloak 'Bethekira' (26 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +26 (+21 eff.) Changes resistances: +3% blight Changes resistances penetration: +10% physical Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Halublek the Tundrawhisper (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +5 (+5 eff.) Changes resistances: +10% physical / +5% arcane / +13% all Changes damage: +3% cold / +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+12 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+9 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 32.80 to 41.00 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 cashmere robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven cashmere robe of nature (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% nature / +11% all Changes damage: +10% nature Mental save: +16 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Dawnvein the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances: +3% light / +12% cold Changes resistances penetration: +10% light / +5% fire Changes damage: +12% light / +3% fire 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 enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 dreamer's pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Wil Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather.  | 
 Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 71.16 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.  | 
 Starglamour the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+11 eff.) Armour: +1 Changes stats: +2 Dex / +3 Wil / +3 Cun Changes damage: +3% mind Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 cinder dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 fire Changes stats: +4 Dex Changes resistances: +7% fire Changes damage: +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 restful dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 temporal drakeskin leather gloves of strength (+2) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +3 Damage (Melee): 9 temporal Damage (Ranged): 6 temporal Changes stats: +2 Str Changes resistances: +7% temporal Changes damage: +4% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 temporal dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 temporal Damage (Ranged): 7 temporal Changes resistances: +7% temporal Changes damage: +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 elven-silk wizard hat of nature (+15%) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes resistances: +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly...  | 
 shimmering linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes damage: +11% arcane Maximum mana: +16.00 A pointy cloth hat, very wizardly...  | 
 stabilizing linen wizard hat of knowledge (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Cun / +7 Wil Physical save: +5 (+5 eff.) Mindpower: +3 (+2 eff.) A pointy cloth hat, very wizardly...  | 
 Blindviper (0 def, 10 armour, 213 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +5 Wil Changes resistances: +23% acid / +3% darkness Changes resistances penetration: +5% lightning Talent granted: +1 Block Handheld deflection devices.  | 
 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 174 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 dwarven-steel pickaxe of endurance (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 iron pickaxe 'Ce'Nutira' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Fatigue: -5% Changes stats: +2 Str Poison immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Strikedeath (22/22, 40-48 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.0 - 48.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 Damage (Ranged): +8 lightning / +19 cold Damage (radius 1) on hit: +12 lightning / +8 cold / +8 arcane Damage (radius 2) on crit: +20 arcane Shots are used with slings to pummel your foes to death.  | 
 pouch of stralite shots 'Cleanseoracle' (21/21, 41-49 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 49% Damage (Ranged): +12 blight / +20 light / +8 arcane Damage (radius 1) on hit: +12 nature Shots are used with slings to pummel your foes to death.  | 
 Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets.  | 
 Squalorpiety the iron torque of psionic shield [power 25]  (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Effects on melee hit: * 10% chance to slow global speed by 49% Changes stats: +1 Str / +3 Mag Light radius: +1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers.  | 
 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Belylle the Frosttide [power 362]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Cun / +6 Con Changes resistances: +6% cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (430 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 elm wand of shielding 'Glaretitan' [power 110]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +5% light Changes damage: +6% light Infravision radius: +3 It can be used to create a shield absorbing up to 151 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+10 eff.) Physical save: +10 (+9 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+10 eff.) Physical save: +10 (+9 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Infinite x10 (Insane (Adventure) difficulty)
			Got to level 10 of the infinite dungeon.By Dynamo the Cornac Archmage level 15
2nd Flare 122nd year of Ascendancy at 16:34 see stats
			Invasion from the Depths (Insane (Adventure) difficulty)
			Stopped a naga invasion by closing their portal.By Dynamo the Cornac Archmage level 20
5th Dusk 122nd year of Ascendancy at 18:57 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Dynamo the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 16:13 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Dynamo the Cornac Archmage level 20
4th Dusk 122nd year of Ascendancy at 18:03 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Dynamo the Cornac Archmage level 20
4th Dusk 122nd year of Ascendancy at 23:28 see stats
			The Rat Lich (Insane (Adventure) difficulty)
			Killed the terrible Rat Lich.By Dynamo the Cornac Archmage level 21
7th Dusk 122nd year of Ascendancy at 18:16 see stats
			The Restless Dead (Insane (Adventure) difficulty)
			Disturbed an old battlefield and survived the consequences.By Dynamo the Cornac Archmage level 18
1st Dusk 122nd year of Ascendancy at 13:15 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Dynamo the Cornac Archmage level 15
2nd Flare 122nd year of Ascendancy at 16:34 see stats
Log
You gain 7.95 gold from the transmogrification of Abyssrock the iron mail armour (2 def, 4 armour).
You gain 1.49 gold from the transmogrification of stabilizing dwarven-steel helm of dexterity (+4) (0 def, 4 armour).
You gain 16.49 gold from the transmogrification of drakeskin leather cap 'Gleamclamor' (0 def, 5 armour).
You gain 18.33 gold from the transmogrification of Uredan the elven-silk wizard hat (3 def, 0 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 0.85 gold from the transmogrification of woollen robe of darkness (+18%) (0 def, 0 armour).
You gain 12.50 gold from the transmogrification of Spider-Silk Robe of Spydrë (10 def, 15 armour).
You gain 2.62 gold from the transmogrification of cleansing rough leather belt of the giants.
You gain 1.50 gold from the transmogrification of dwarven-steel waraxe of amnesia (22-30 power, 4 apr).
You gain 15.46 gold from the transmogrification of dwarven-steel waraxe 'Radhemakor' (18-26 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (18-26 power, 4 apr).
You gain 4.08 gold from the transmogrification of short ash starstaff of illumination (15-18 power, 3 apr, physical element).
You gain 3.63 gold from the transmogrification of shimmering yew magestaff (20-24 power, 4 apr, fire element).
You gain 6.74 gold from the transmogrification of magelord's yew starstaff (20-24 power, 4 apr, physical element).
You gain 6.14 gold from the transmogrification of infernal yew vilestaff (20-24 power, 4 apr, darkness element).
You gain 16.05 gold from the transmogrification of elven-wood starstaff 'Shadowedge' (25-30 power, 5 apr, temporal element).
You gain 24.19 gold from the transmogrification of dragonbone magestaff 'Goruthad' (30-36 power, 6 apr, lightning element).
You gain 18.47 gold from the transmogrification of Negar the yew magestaff (20-24 power, 4 apr, arcane element).
You gain 15.43 gold from the transmogrification of Cinder's kiss the elm starstaff (10-12 power, 2 apr, darkness element).
You gain 12.17 gold from the transmogrification of Glurin.
You gain 3.33 gold from the transmogrification of mitotic vined mindstar of clarity (5-6 power, 18 apr, nature damage).
You gain 1.42 gold from the transmogrification of gifted mossy mindstar of life (2-3 power, 12 apr, mind damage).
You gain 1.85 gold from the transmogrification of quick iron greatsword (16-26 power, 1 apr).
You gain 4.63 gold from the transmogrification of balanced steel battleaxe of erosion (24-37 power, 2 apr).
You gain 18.16 gold from the transmogrification of Ariyatta the steel battleaxe (22-32 power, 2 apr).
You gain 1.40 gold from the transmogrification of regeneration infusion of the wizard (heal 374; 17 cd).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You gain 2.84 gold from the transmogrification of cleansing steel amulet of mastery (0.13 Cunning / Survival).



































































































































