










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
 Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 50 / 3081% | 
| Size | medium | 
| Lifes / Deaths | Killed by Eilinissra the white crystal at level 11 on the 21st Dusk 122nd year of Ascendancy at 02:130 / 8 Killed by Thith the shalore at level 15 on the 16th Haze 122nd year of Ascendancy at 06:35 Killed by Gubremira the ultimate telugoroth at level 30 on the 67th Pyre 123rd year of Ascendancy at 05:01 Killed by Gubremira the ultimate telugoroth at level 30 on the 67th Pyre 123rd year of Ascendancy at 07:54 Killed by Uritomas's Inner Demon at level 50 on the 10th Mirth 124th year of Ascendancy at 02:35 Killed by Atamathon the Giant Golem at level 50 on the 20th Haze 124th year of Ascendancy at 21:08 Killed by Atamathon the Giant Golem at level 50 on the 20th Haze 124th year of Ascendancy at 22:56 Killed by Atamathon the Giant Golem at level 50 on the 21st Haze 124th year of Ascendancy at 01:41 | 
Primary Stats
| Strength | 104 (base 60) | 
| Dexterity | 162 (base 66) | 
| Constitution | 33 (base 12) | 
| Magic | 89 (base 62) | 
| Willpower | 46 (base 11) | 
| Cunning | 83 (base 40) | 
Resources
| Life | 1281/1281 | 
| Steam | 100/100 | 
| Stamina | 247/247 | 
| Equilibrium | 0 | 
| Healing Factor | 1.1699507389163 | 
| Regeneration | 4.8552955665026 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 13 | 
| Infravision | 18 | 
| See Stealth | 49.649325461976 | 
| See Invisible | 80.649325461976 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine, humanoid/orc, dragon | 
Offense: Mainhand
| Damage | 347 | 
| Accuracy | 105 | 
| Crit Chance | 76% | 
| APR | 57 | 
| Speed | 0.73 | 
Offense: Spell
| Spellpower | 53 | 
| Crit Chance | 36% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 45 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +13% | 
| Light | +28% | 
| Temporal | +45% | 
| Physical | +95% | 
| Arcane | +22% | 
| Fire | +17% | 
| All | +7% | 
Offense: Damage Penetration
| Temporal | +21% | 
| Physical | +102% | 
| Fire | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 41 (49.309173272933%) | 
| Defense | 69 | 
| Ranged Defense | 74 | 
| Fatigue | 0 | 
| Physical Save | 51 | 
| Spell Save | 53 | 
| Mental Save | 57 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Blight | + 44%( 70%) | 
| Arcane | + 41%( 70%) | 
| Cold | + 33%( 70%) | 
| All | + 22%( 70%) | 
| Mind | + 41%( 70%) | 
| Lightning | + 33%( 70%) | 
| Light | + 53%( 70%) | 
| Temporal | + 33%( 70%) | 
| Physical | + 29%( 70%) | 
| Darkness | + 50%( 70%) | 
| Fire | + 61%( 70%) | 
| Nature | + 33%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 95% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Silence Resistance | 50% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 38% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 48% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 227% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Controlled Phase Door Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 923 damage for 7 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 545 damage for 5 turns. Its effects scale with your Magic stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 237% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Combat techniques | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Aim | 
| talent | Trained Reactions | 
| talent | Intuitive Shots | 
| talent | Concealment | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 45%.Concealment | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Daikara.Escort: lost tinker (level 1 of Daikara) | done | 
| You failed to protect the lost warrior from death by skeleton warrior.Escort: lost warrior (level 3 of Dreadfell) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell.Escort: lost warrior (level 4 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell.Escort: repented thief (level 1 of Dreadfell) As a reward you improved talent Device Mastery (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) As a reward you improved talent Device Mastery (+1 level(s)). | done | 
| You failed to protect the repented thief from death by Ce'Nyra the blade horror.Escort: repented thief (level 2 of Daikara) | failed | 
| You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved talent Device Mastery (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.Escort: repented thief (level 4 of Old Forest) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell.Escort: repented thief (level 5 of Dreadfell) As a reward you improved talent Device Mastery (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 534. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation Slasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 10 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! 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 |  Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! | 
| Quiver |  Urthuvon the quiver of dragonbone arrows (21/21, 75-105 power, 35 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 75.0 - 105.0 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +21.0% Capacity: 21 On weapon hit: * Random elemental explosion * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +75 physical Burst (radius 1) on hit: +16 arcane Burst (radius 2) on crit: +12 arcane When wielded/worn: Talent granted: +5 Antimagic Shell Arrows are used with bows to pierce your foes to death. | 
| Light source |  Phoenixstinger the dwarven lantern Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 26 fire Changes stats: +8 Cun Changes resistances: +14% blight / +10% fire / +15% darkness Changes resistances penetration: +15% fire Changes damage: +15% arcane / +16% light Grants telepathy: Dragon Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +3 Infravision radius: +14 See stealth: +8 See invisible: +27 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 20 blight damage or heals 29 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +0 (+0 eff.) Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. | 
| Tool |  Islidamira [power 46]  (18 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Maximum wards: +3 physical / +3 mind / +5 darkness Grants telepathy: Humanoid/Orc Talents granted: +5 Telekinetic Blast +1 Ward Psi when hit: +0.04 Light radius: +3 Infravision radius: +1 Heals friendly targets nearby when you use a nature summon: +30 It can be used to teleport randomly (rad 46), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Betith the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 24 arcane resource burn Spell save: +37 (+11 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +25% Cut immunity: +30% Silence immunity: +20% Disarm immunity: +38% Confusion immunity: +25% Pinning immunity: +50% Knockback immunity: +48% Maximum life: +50.00 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. | 
| On fingers |  Mnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.4 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
| Around waist |  Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% Slows Projectiles: +0% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
| In main hand |  muahahaha Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 47% chance to disease * splashes acid on your target dealing 57 damage and reducing their armor Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +18.0% Changes stats: +12 Dex / +1 Wil / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +21% temporal / +87% physical Changes damage: +33% temporal / +66% physical Talent cooldown: Arrow Stitching (-1 turn) Light radius: +1 See invisible: +12 Longbows are used to shoot arrows at your foes. | 
| On hands |  Ividanne the Demonmark (6 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 12 arcane Changes stats: +5 Str / +13 Dex / +10 Mag / +10 Wil / +5 Cun / +3 Con Changes resistances: +10% arcane / +6% darkness Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Toxic Cannister Launcher Physical save: +15 (+5 eff.) Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Medical Urgency Vest (6 def, 17 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 0 physical Talent granted: +1 Medical Urgency Vest Reduces incoming crit damage: 35.00% Physical save: +15 (+5 eff.) This light leather armour features a special medical injector. | 
| Cloak |  Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Changes resistances: +0% lightning / +25% light / +0% cold / +0% nature / +25% fire Silence immunity: +30% Stun/Freeze immunity: +0% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 50/50) : Effective talent level: 2.4 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. | 
| Around neck |  Issuchik the gold amulet Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -6% Changes stats: +8 Dex / +3 Mag / +3 Wil / +7 Cun / +6 Con Changes damage: +6% darkness / +5% temporal / +5% light / +12% physical Life regen: +0.90 Stamina each turn: +0.60 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Combat speed: +10% Amulets can have magical properties. | 
Inventory
|  medical injector implant of the duelist (efficiency 260% / cooldown 77%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 260% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the duelist (steam 22) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.3 steam per turn. Can be activated for an instant burst of 111 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Primal Infusion (affinity 13%; cure magical, physical, mental) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. | 
|  Rune of the Rift (334.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 484.30 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. | 
|  acid wave rune of the duelist (369 acid damage; disarm 5 turns with power 83) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 369.58 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 83 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  biting gale rune of the titan (124 cold damage; freeze 3 turns with power 40) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 124.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 40 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  controlled phase door rune of the warrior (range 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  lightning rune of the duelist (539 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 179.97 to 539.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  shielding rune of the duelist (absorb 826 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 826 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  teleportation rune (range 38) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  Frost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. | 
|  gold amulet 'Sileyavea' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Lck / +4 Mag Changes resistances: +15% lightning / +9% temporal Talent masteries: +0.14 Technique / Archery training +0.14 Technique / Mobility Stun/Freeze immunity: +28% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. | 
|  voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. | 
|  voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Betyriada the Serpentfiend Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +10 Cun / +9 Dex Changes resistances: +30% acid / +29% cold / +3% mind / +27% fire / +18% nature / +30% lightning Changes damage: +3% mind / +3% nature Blindness immunity: +50% Silence immunity: +50% Mana each turn: +0.29 Infravision radius: +6 See stealth: +23 See invisible: +19 Rings can have magical properties. | 
|  Exiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 118.42 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. | 
|  Glory of the Pride Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. | 
|  Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Ring of the Dead Requires: - Level 25 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. This item has been sent to the Item's Vault. | 
|  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  Void Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 187.50 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. | 
|  gold ring 'Ravenshine' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +10 Cun / +8 Dex Changes resistances: +6% fire / +15% mind / +9% darkness Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Mental save: +30 (+8 eff.) Disarm immunity: +10% Rings can have magical properties. | 
|  pixie's stralite ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Mag Stun/Freeze immunity: +37% Life regen: +3.00 Spellpower: +10 (+3 eff.) Rings can have magical properties. | 
|  stralite ring 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. | 
|  stralite ring 'Betholle' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +7 Wil Changes resistances: +9% blight Changes resistances penetration: +25% blight Physical save: +13 (+4 eff.) Spell save: +25 (+8 eff.) Mental save: +15 (+4 eff.) Maximum mana: +60.00 Maximum vim: +50.00 Rings can have magical properties. | 
|  stralite ring 'Strikehunger' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Wil / +3 Mag Changes resistances: +9% lightning Stun/Freeze immunity: +44% Life regen: +3.80 Infravision radius: +3 Rings can have magical properties. | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
|  voratun ring 'Bethelebeth' Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Dex / +3 Mag Changes resistances: +14% blight / +40% light / +15% nature Changes resistances penetration: +5% blight Changes damage: +20% light Physical save: +6 (+2 eff.) Blindness immunity: +39% Poison immunity: +27% Disease immunity: +30% Spell crit. chance: +5% Infravision radius: +6 See stealth: +19 See invisible: +23 Rings can have magical properties. | 
|  voratun ring 'Cloudvein' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 lightning Changes resistances: +40% acid / +2% physical / +40% nature / +12% fire / +6% mind / +40% lightning Changes damage: +20% acid / +20% nature / +20% lightning Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Mental save: +14 (+4 eff.) Confusion immunity: +50% Stun/Freeze immunity: +5% Rings can have magical properties. | 
|  voratun ring 'Flowerpunish' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +20 (+5 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 35% Changes stats: +5 Dex / +7 Mag / +7 Cun / +6 Con Changes resistances penetration: +15% physical Changes damage: +6% nature Physical save: +6 (+2 eff.) Spell save: +18 (+6 eff.) Disarm immunity: +46% Pinning immunity: +48% Knockback immunity: +50% Maximum life: +50.00 Maximum stamina: +40.00 Spellpower: +15 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  Butcher (48-67.2 power, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 144/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Staff of Destruction (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. | 
|  Thoughtcaster Requires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 48.15 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Steampower: +15 (+5 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. | 
|  Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Fatigue: +0% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +0 Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 76 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
|  Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning / +0% light / +0% cold / +0% nature / +0% fire Stun/Freeze immunity: +0% Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  Flashwind (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 blight / 20 arcane / 16 light Changes stats: +3 Wil Changes resistances: +15% light / +6% arcane Changes damage: +9% blight Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! | 
|  Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% A Helmet. But with steam power! | 
|  Ulfynik (0 def, 13 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +13 Fatigue: +5% Changes resistances: +14% nature / +15% blight Physical save: +22 (+7 eff.) Blindness immunity: +40% Stun/Freeze immunity: +55% Knockback immunity: +25% Light radius: +0 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A hat made of leather. Very stylish. | 
|  Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! | 
|  Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. | 
|  Void Quiver (0/0, 45-63 power, 30 apr) Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. | 
|  agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2212 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  voratun pickaxe 'Amuyaldil' (dig speed 3 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +2 Effects on melee hit: * 10% chance to disease Changes stats: +3 Str / +2 Wil / +2 Cun Changes resistances: +30% darkness / +30% fire Changes resistances penetration: +15% mind Maximum hate: +6.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Duverach Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +9% temporal / +14% darkness / +3% light / +18% blight / +10% cold / +6% nature / +9% fire Changes damage: +0% light Mental save: +9 (+3 eff.) Cut immunity: +5% Disarm immunity: +15% Knockback immunity: +20% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +4 Infravision radius: +4 See stealth: +0 See invisible: +15 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 20 blight damage or heals 29 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Eldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. 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 by 1 per turn to a maximum radius of 3, doing 28.03 cold damage and 51.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  dwarven lantern 'Dagirath' Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +13 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +9 Cun Changes resistances penetration: +14% all Changes damage: +0% light Grants telepathy: Demon/Minor Demon/Major Physical save: +37 (+11 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +50% Confusion immunity: +30% Light radius: +2 Infravision radius: +9 See stealth: +25 See invisible: +21 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Atamathon's Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  55 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  11 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  11 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  10 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Gwai's Burninator Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 559.26 fire damage (based on Magic), costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Asphyxiation (24/24) Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. | 
|  Rod of Recall (3/3) 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 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (5/5) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 594.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. | 
| amazing fiery salve [power 47]amazing fiery salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (47% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| amazing frost salve [power 47]amazing frost salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (47% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| amazing pain suppressor salve [power 603]amazing pain suppressor salve [power 603] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -603 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. | 
| amazing unstoppable force salve [power 191]amazing unstoppable force salve [power 191] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 191 and healing factor by half, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. | 
| amazing water salve [power 47]amazing water salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (47% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| great healing salve [power 594]great healing salve [power 594] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 227% efficiency and 56% cooldown modifier. It can be used to heal 594, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. | 
| powerful frost salve [power 36]powerful frost salve [power 36] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| powerful water salve [power 36]powerful water salve [power 36] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 227% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (36% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  mastercraft focus lens Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! | 
|  mastercraft waterproof coating Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +20% nature / +20% cold Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun crystal plating Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun deflection field Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun grip Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun grounding strap Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun kinetic stabiliser Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun mental stimulator Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  Sootbliss [power 2]  (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +5% arcane / +6% mind Changes damage: +9% darkness Blindness immunity: +10% Disarm immunity: +30% Stun/Freeze immunity: +20% It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. | 
|  voratun torque of mindblast 'Islima' [power 353]  (4 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +6% temporal / +18% fire Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence Physical save: +10 (+3 eff.) Mental save: +20 (+5 eff.) Spell crit. chance: +2% It can be used to fire a blast of psionic energies in a range 8 beam dealing 188.85 to 377.71 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. | 
|  elven-wood totem of thorny skin 'Cindersnake' [power 69]  (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +24% fire Grants telepathy: Dragon Critical mult.: +20.00% Psi when hit: +0.16 Maximum hate: +6.00 Mental crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. | 
|  amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  warded ash wand of clairvoyance [power 10]  (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +3 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 10, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  18 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  20 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  14 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  11 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Uritomas the Skeleton Archer level 33
16th Dusk 123rd year of Ascendancy at 06:50 see stats
 A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Uritomas the Skeleton Archer level 20
6th Regrowth 123rd year of Ascendancy at 18:13 see stats
 A living one! (Insane (Adventure) difficulty)
			Was teleported into Caldizar's Fortress, far into the void between the stars.
			A living one! (Insane (Adventure) difficulty)
			Was teleported into Caldizar's Fortress, far into the void between the stars.By Uritomas the Skeleton Archer level 50
10th Flare 124th year of Ascendancy at 11:35 see stats
 Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Uritomas the Skeleton Archer level 33
14th Dusk 123rd year of Ascendancy at 10:45 see stats
 Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Uritomas the Skeleton Archer level 40
79th Dusk 123rd year of Ascendancy at 13:22 see stats
 Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Uritomas the Skeleton Archer level 41
7th Haze 123rd year of Ascendancy at 19:57 see stats
 Atamathoned! (Insane (Adventure) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.
			Atamathoned! (Insane (Adventure) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.By Uritomas the Skeleton Archer level 50
21st Haze 124th year of Ascendancy at 02:13 see stats
 Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Uritomas the Skeleton Archer level 48
5th Decay 123rd year of Ascendancy at 02:22 see stats
 Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Uritomas the Skeleton Archer level 39
75th Dusk 123rd year of Ascendancy at 22:44 see stats
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Uritomas the Skeleton Archer level 37
69th Dusk 123rd year of Ascendancy at 12:18 see stats
 Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.By Uritomas the Skeleton Archer level 29
46th Pyre 123rd year of Ascendancy at 15:04 see stats
 Clone War (Insane (Adventure) difficulty)
			Destroyed your own Shade.
			Clone War (Insane (Adventure) difficulty)
			Destroyed your own Shade.By Uritomas the Skeleton Archer level 50
54th Pyre 124th year of Ascendancy at 06:04 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Uritomas the Skeleton Archer level 8
8th Mirth 122nd year of Ascendancy at 12:43 see stats
 Demonic Invasion (Insane (Adventure) difficulty)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Insane (Adventure) difficulty)
			Stopped a demonic invasion by closing their portal.By Uritomas the Skeleton Archer level 50
29th Regrowth 124th year of Ascendancy at 04:27 see stats
 Destroyer of the creation (Insane (Adventure) difficulty)
			Killed Slasul.
			Destroyer of the creation (Insane (Adventure) difficulty)
			Killed Slasul.By Uritomas the Skeleton Archer level 50
18th Regrowth 124th year of Ascendancy at 00:20 see stats
 Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Uritomas the Skeleton Archer level 38
72nd Dusk 123rd year of Ascendancy at 03:09 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Uritomas the Skeleton Archer level 31
7th Dusk 123rd year of Ascendancy at 03:00 see stats
 Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Uritomas the Skeleton Archer level 50
8th Mirth 124th year of Ascendancy at 06:34 see stats
 Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Uritomas the Skeleton Archer level 50
78th Dusk 124th year of Ascendancy at 18:22 see stats
 Explorer (Insane (Adventure) difficulty)
			Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.
			Explorer (Insane (Adventure) difficulty)
			Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Uritomas the Skeleton Archer level 50
3rd Summertide 124th year of Ascendancy at 01:48 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Uritomas the Skeleton Archer level 18
65th Haze 122nd year of Ascendancy at 01:03 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Uritomas the Skeleton Archer level 36
45th Dusk 123rd year of Ascendancy at 06:08 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Uritomas the Skeleton Archer level 40
79th Dusk 123rd year of Ascendancy at 07:33 see stats
 Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Uritomas the Skeleton Archer level 50
48th Dusk 124th year of Ascendancy at 00:16 see stats
 Flooder (Insane (Adventure) difficulty)
			Defeated Ukllmswwik while doing his own quest.
			Flooder (Insane (Adventure) difficulty)
			Defeated Ukllmswwik while doing his own quest.By Uritomas the Skeleton Archer level 50
15th Regrowth 124th year of Ascendancy at 17:01 see stats
 Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.By Uritomas the Skeleton Archer level 50
73rd Pyre 124th year of Ascendancy at 07:29 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Uritomas the Skeleton Archer level 20
6th Regrowth 123rd year of Ascendancy at 15:37 see stats
 I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Uritomas the Skeleton Archer level 50
13rd Regrowth 124th year of Ascendancy at 04:00 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Uritomas the Skeleton Archer level 10
11st Dusk 122nd year of Ascendancy at 09:28 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Uritomas the Skeleton Archer level 20
76th Haze 122nd year of Ascendancy at 15:44 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Uritomas the Skeleton Archer level 30
46th Pyre 123rd year of Ascendancy at 22:40 see stats
 Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Uritomas the Skeleton Archer level 40
78th Dusk 123rd year of Ascendancy at 03:57 see stats
 Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Uritomas the Skeleton Archer level 50
2nd Allure 124th year of Ascendancy at 16:24 see stats
 Now, this is impressive! (Insane (Adventure) difficulty)
			Killed Linaniil, the Supreme Archmage of Angolwen.
			Now, this is impressive! (Insane (Adventure) difficulty)
			Killed Linaniil, the Supreme Archmage of Angolwen.By Uritomas the Skeleton Archer level 50
44th Haze 124th year of Ascendancy at 11:03 see stats
 Oozemancer (Insane (Adventure) difficulty)
			Destroyed the corrupted oozemancer.
			Oozemancer (Insane (Adventure) difficulty)
			Destroyed the corrupted oozemancer.By Uritomas the Skeleton Archer level 50
68th Regrowth 124th year of Ascendancy at 04:05 see stats
 Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Uritomas the Skeleton Archer level 50
46th Pyre 124th year of Ascendancy at 06:36 see stats
 Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By Uritomas the Skeleton Archer level 48
1st Wintertide 124th year of Ascendancy at 12:48 see stats
 Pest Control (Insane (Adventure) difficulty)
			Killed 1000 reproducing vermin.
			Pest Control (Insane (Adventure) difficulty)
			Killed 1000 reproducing vermin.By Uritomas the Skeleton Archer level 50
27th Dusk 124th year of Ascendancy at 16:57 see stats
 Portal master (Insane (Adventure) difficulty)
			Fought the two Sorcerers and closed four invocation portals.
			Portal master (Insane (Adventure) difficulty)
			Fought the two Sorcerers and closed four invocation portals.By Uritomas the Skeleton Archer level 50
78th Dusk 124th year of Ascendancy at 18:21 see stats
 Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Uritomas the Skeleton Archer level 50
30th Regrowth 124th year of Ascendancy at 20:51 see stats
 Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Uritomas the Skeleton Archer level 15
66th Dusk 122nd year of Ascendancy at 06:16 see stats
 Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Uritomas the Skeleton Archer level 31
10th Mirth 123rd year of Ascendancy at 00:47 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Uritomas the Skeleton Archer level 32
7th Dusk 123rd year of Ascendancy at 18:32 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Uritomas the Skeleton Archer level 30
63rd Pyre 123rd year of Ascendancy at 01:01 see stats
 Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Uritomas the Skeleton Archer level 38
72nd Dusk 123rd year of Ascendancy at 13:54 see stats
 Slimefest (Insane (Adventure) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.
			Slimefest (Insane (Adventure) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.By Uritomas the Skeleton Archer level 50
69th Regrowth 124th year of Ascendancy at 07:28 see stats
 Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Uritomas the Skeleton Archer level 20
6th Regrowth 123rd year of Ascendancy at 18:13 see stats
 That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Uritomas the Skeleton Archer level 35
39th Dusk 123rd year of Ascendancy at 11:26 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Uritomas the Skeleton Archer level 8
5th Dusk 122nd year of Ascendancy at 04:43 see stats
 The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Uritomas the Skeleton Archer level 20
6th Regrowth 123rd year of Ascendancy at 18:13 see stats
 The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Uritomas the Skeleton Archer level 40
78th Dusk 123rd year of Ascendancy at 08:56 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Uritomas the Skeleton Archer level 12
24th Dusk 122nd year of Ascendancy at 16:49 see stats
 The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By Uritomas the Skeleton Archer level 16
29th Haze 122nd year of Ascendancy at 06:19 see stats
 There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Uritomas the Skeleton Archer level 41
31st Haze 123rd year of Ascendancy at 10:53 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Uritomas the Skeleton Archer level 24
73rd Regrowth 123rd year of Ascendancy at 08:07 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Uritomas the Skeleton Archer level 15
36th Dusk 122nd year of Ascendancy at 20:26 see stats
 Unstoppable (Insane (Adventure) difficulty)
			Returned from the dead.
			Unstoppable (Insane (Adventure) difficulty)
			Returned from the dead.By Uritomas the Skeleton Archer level 50
21st Haze 124th year of Ascendancy at 01:41 see stats
 Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Uritomas the Skeleton Archer level 32
12nd Dusk 123rd year of Ascendancy at 09:57 see stats
 Well trained (Insane (Adventure) difficulty)
			Deal one million damage to training dummies in a single training session.
			Well trained (Insane (Adventure) difficulty)
			Deal one million damage to training dummies in a single training session.By Uritomas the Skeleton Archer level 50
7th Allure 124th year of Ascendancy at 23:47 see stats
Log
There is an item here: Nightsong
There is an item here: Bloodcaller
There is an item here: Spellblaze Echoes
There is an item here: Daneth's Neckguard
There is an item here: Breath of Eyal (10 def, 10 armour)
There is an item here: Chromatic Harness (10 def, 14 armour)
There is an item here: stone warden's rough leather gloves (0 def, 7 armour)
There is an item here: Crystle's Astral Bindings (0 def, 0 armour)
There is an item here: Cinderfeet (3 def, 5 armour)
There is an item here: Destala's Scales (10 def, 0 armour)
There is an item here: Sceptre of the Archlich (40-48 power, 12 apr, darkness element)
There is an item here: Thermal Focus (14-15.4 power, 32 apr, fire damage)
There is an item here: Champion's Will (67-107.2 power, 22 apr)
There is an item here: Lightningtide [power 9]  (4 cooldown)
There is an item here: Planar Beacon
There is an item here: copper amulet 'Ivossra'
There is an item here: iron helm 'Islima' (6 def, 4 armour)
There is an item here: Wyrmbreath (0 def, 4 armour)
There is an item here: Sludgegrip (0 def, 0 armour)
There is an item here: Torosabar the Cloudhack (0 def, 3 armour)
There is an item here: Eilinildarira the pair of iron boots (6 def, 3 armour)
There is an item here: hardened leather belt 'Dairogund'
There is an item here: Emymiwe (10.5-13.65 power, 5 apr)
There is an item here: blazebringer's ash longbow of true flight
There is an item here: lifebinding ash magestaff of wizardry (15-18 power, 3 apr, fire element)
Uritomas deactivates Intuitive Shots.
Uritomas deactivates Concealment.
Uritomas deactivates Trained Reactions.
Uritomas deactivates Aim.
























































