












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Skirmisher | 
| Level / Exp | 44 / 70% | 
| Size | big | 
| Lifes / Deaths | Killed by ritch flamespitter at level 44 on the 5th Voratun 123rd year of Ascendancy at 06:55  / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 24 (base 10) | 
| Dexterity | 82 (base 60) | 
| Constitution | 53 (base 38) | 
| Magic | 8 (base 10) | 
| Willpower | 48 (base 26) | 
| Cunning | 116 (base 60) | 
Resources
| Life | -75/1609 | 
| Psi | 158/158 | 
| Stamina | 369/369 | 
| Equilibrium | 23 | 
| Healing Factor | 1.3945784192899 | 
| Regeneration | 55.491028831308 | 
Speed
| Mental | -5.9952043329758E-12% | 
| Attack | 0% | 
| Movement | +46% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 10 | 
| Infravision | 8 | 
| See Stealth | 79.626930993897 | 
| See Invisible | 88.626930993897 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 157 | 
| Accuracy | 67 | 
| Crit Chance | 60% | 
| APR | 26 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 35% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 53 | 
| Crit Chance | 50% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +15% | 
| Fire | +10% | 
| Nature | +45% | 
| Physical | +5% | 
| Mind | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Light | +10% | 
| Nature | +45% | 
| Fire | +10% | 
| Mind | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 45.437455344098 (72.869829612002%) | 
| Defense | 83 | 
| Ranged Defense | 88 | 
| Fatigue | 0 | 
| Physical Save | 56 | 
| Spell Save | 52 | 
| Mental Save | 64 | 
Defense: Resistances
| Arcane | + 20%( 70%) | 
| Mind | + 26%( 70%) | 
| All | + 16%( 70%) | 
| Lightning | + 16%( 70%) | 
| Light | + 32%( 70%) | 
| Physical | + 17%( 70%) | 
| Darkness | + 28%( 70%) | 
| Cold | + 22%( 70%) | 
| Fire | + 24%( 70%) | 
| Nature | + 24%( 70%) | 
Defense: Immunities
| Confusion Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
| Poison Resistance | 50% | 
| Knockback Resistance | 90% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -768 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1536 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat.  | 
Class Talents
| Technique / Tireless Combatant | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
| Technique / Buckler Training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Cunning / Poisons | 1.80 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
| Cunning / Called Shots | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.70 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Cunning / Scoundrel | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn 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 taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Earth's Eyes (+1 level(s)).  | done | 
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)).  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 treasureIt 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 newsYou should go investigate what is happening there.  | active | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 OrcFind 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 KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | active | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | 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 FortressWith 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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 749.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within5 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat.  | active | 
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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
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 |  Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 23 power out of 22/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
| Quiver |  barbed pouch of stralite shots of annihilation (10/25, 61-73 power, 11 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 61.5 - 73.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +20.5% Capacity: 25 On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death.  | 
| Light source |  brass lantern 'Zanuldir'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Con Changes resistances: +5% arcane / +1% physical Reduces incoming crit damage: 15.00% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  stabilizing rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water Physical save: +11 (+4 eff.) A cap made of leather.  | 
| On hands |  Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 153.00 arcane damage and stunned) Activation costs 45 power out of 11/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.  | 
| Tool |  Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+4 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.  | 
| On fingers |  marksman's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Dex Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 5.5 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great!  | 
| On fingers |  sneakthief's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 4.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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 make your fingers look great!  | 
| Around neck |  wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +7 Cun / +6 Con Blindness immunity: +22% Life regen: +4.00 Stamina each turn: +0.80 Infravision radius: +6 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets make your neck look great!  | 
| In main hand |  Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 4.5 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.  | 
| Around waist |  Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In off hand |  Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 68.69 to 85.87 light damage (based on Willpower and Cunning) Activation costs 6 power out of 12/30. A bright light shines from the center of this shield. Holding it clears your mind.  | 
| Cloak |  Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak.  | 
| Main armor |  Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...  | 
Inventory
 This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 310; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the psychic (heal 502; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 502 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects!  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 16 power out of 36/36) : Effective talent level: 5.5 Power cost: 16 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (104). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.  | 
 savior's stralite amulet of willpower (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Physical save: +12 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +14 (+3 eff.) Amulets make your neck look great!  | 
 This item will automatically be transmogrified when you leave the level.serendipitous voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +12 (+2 eff.) Changes stats: +12 Lck Reduce all damage from unseen attackers: 14% Amulets make your neck look great!  | 
 wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +6 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great!  | 
 Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body.  | 
 Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
 rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great!  | 
 savior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +11 (+3 eff.) Life regen: +10.00 Maximum life: +54.00 Healing mod.: +13% Rings make your fingers look great!  | 
 sneakthief's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great!  | 
 solipsist's stralite ring of frost (+28%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +28% cold Changes damage: +14% cold Mindpower: +9 (+3 eff.) Rings make your fingers look great!  | 
 stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +13.00 Maximum life: +68.00 Healing mod.: +12% Rings make your fingers look great!  | 
 voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 32 Damage (Melee): 22 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 30 physical Changes stats: +7 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great!  | 
 warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +10 Defense: +8 (+2 eff.) Changes stats: +5 Str It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 4.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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 make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.chilling steel dagger of phasing (14-18 power, 16 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (Melee): +14 cold Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.enhanced voratun dagger of projection (37-48 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +8 Str / +8 Dex / +4 Mag / +8 Wil / +8 Cun / +7 Con Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.inquisitor's voratun dagger of shearing (36-46 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Deals 90 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +11% all Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.manaburning voratun dagger of crippling (39-50 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.flaming voratun greatmaul of massacre (91-136 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 91.0 - 136.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +21 fire Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.stormbringer's voratun greatmaul of crippling (71-106 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +42 lightning / +63 cold When wielded/worn: Physical crit. chance: +14.0% Changes resistances penetration: +24% lightning / +17% cold Movement speed: +51% Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.Blastfury the voratun greatsword (58-93 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 31% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +21 blight / +12 lightning Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +13 Changes resistances: +6% blight Changes resistances penetration: +25% blight / +17% all Disease immunity: +30% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.truestriking voratun greatsword (63-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Changes resistances penetration: +17% physical Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.enhanced dragonbone longbow of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +24 fire When wielded/worn: Changes stats: +12 Str / +14 Dex / +17 Mag / +14 Wil / +9 Cun / +12 Con Changes damage: +29% fire Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.Bethassra (30-42 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes damage: +18% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Isyna the Venomgore (45-62 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +15 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 10 blight Changes stats: +3 Str / +3 Dex / +8 Mag / +8 Con Changes resistances: +9% nature Changes resistances penetration: +15% all Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.enhanced stralite mace of erosion (38-53 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Changes stats: +9 Str / +7 Dex / +7 Mag / +6 Wil / +7 Cun / +7 Con Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Anudan the Gleamorder (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +24% lightning / +9% mind / +9% light Talent granted: +1 Attune Mindstar Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Poison immunity: +20% Disarm immunity: +20% Life regen: +4.00 Equilibrium when hit: +2.10 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.bloodlich's dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +2 Wil / +6 Cun / +7 Con Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +20.00% N.Energy each turn: +0.20 Vim when firing critical spell: +3.00 Maximum mana: +35.00 Maximum vim: +28.00 Maximum neg.energy: +38.00 Spellpower: +22 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.voratun waraxe of evisceration (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +6 (+3 eff.) One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.Hydra's Bite (56-61 power, 7 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 40% Dex, 90% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you.  | 
 GloredamaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +4 Str / +6 Con Changes resistances: +8% lightning / +8% temporal Reduces incoming crit damage: 15.00% Light radius: +1 A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.Isleba the Tideripper Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +37 (+13 eff.) Fatigue: -7% Changes stats: +2 Dex / +6 Mag / +9 Wil Changes resistances: +9% cold Maximum encumbrance: +57 Spell save: +9 (+3 eff.) Spell crit. chance: +6% Size category: +1 A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Critical mult.: +10.00% A belt that goes around your waist.  | 
 Bethulrata the cashmere cloak (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes stats: +6 Str / +1 Dex / +1 Mag / +2 Cun Changes resistances: +6% blight / +6% fire / +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.resilient elven-silk cloak of implacability (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Physical save: +10 (+4 eff.) Mental save: +13 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.restorative elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% nature / +16% blight Life regen: +9.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.Cyrivea the Cracklebraze (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +15% cold / +39% darkness / +13% all Changes resistances penetration: +25% lightning / +25% arcane Changes damage: +26% darkness / +12% arcane Mana when firing critical spell: +2.00 Maximum mana: +100.00 Spellpower: +15 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.ancient elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +15% all Changes resistances penetration: +11% temporal / +11% physical Changes damage: +22% temporal / +21% physical Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.psion's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +14% mind Changes damage: +22% mind / +9% all Psi each turn: +0.63 Maximum psi: +28.00 Spellpower: +17 (+7 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.stargazer's silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% acid / +14% physical / +14% fire / +16% cold / +13% all Changes damage: +13% acid / +13% physical / +22% light / +14% cold / +18% fire / +15% darkness Talent cooldown: Refit Golem (-3 turns) Spellpower: +8 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.timebroken elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +15% all Changes damage: +18% arcane / +9% temporal Mana each turn: +0.26 Maximum mana: +118.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Arcdredge (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 lightning Changes stats: +4 Con / +11 Wil Changes resistances penetration: +7% physical Psi when hit: +0.08 Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 2.5 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 9 power out of 20/20) : Effective talent level: 4.5 Power cost: 9 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
 This item will automatically be transmogrified when you leave the level.insulating pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +12% fire / +10% cold A pair of boots made of leather.  | 
 pair of rough leather boots 'Baregomas' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str Changes resistances: +5% lightning / +6% temporal / +9% cold / +3% acid Physical save: +3 (+1 eff.) Maximum stamina: +10.00 A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.undeterred pair of voratun boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +35% Confusion immunity: +34% Stun/Freeze immunity: +28% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets of magic (+3) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Cun Changes damage: +9% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 This item will automatically be transmogrified when you leave the level.Belema the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +8 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +13% physical / +27% light / +12% darkness Changes damage: +18% light / +16% physical / +11% arcane / +13% darkness Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 6.5 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly...  | 
 Emykira the voratun helm (4 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Armour: +5 Defense: +4 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 9% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +7 Wil / +11 Cun Changes resistances: +10% blight / +3% temporal / +6% acid Mental save: +10 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +6 Wil Life regen: +3.10 Spellpower: +5 (+2 eff.) Damage Shield Power: +8% A pointy cloth hat, very wizardly...  | 
 insulating rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% fire / +5% cold A cap made of leather.  | 
 iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.shielding elven-silk wizard hat of the mind (+17%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag Changes resistances: +17% mind Changes damage: +17% mind Spell save: +10 (+3 eff.) A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.enlightening stralite mail armour of implacability (4 def, 16 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Physical save: +9 (+3 eff.) Mental save: +17 (+4 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +25% lightning / +15% light / +17% darkness A suit of armour made of mail.  | 
 Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.  | 
 Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour.  | 
 This item will automatically be transmogrified when you leave the level.cleansing rough leather armour of acid resistance (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +18% acid / +12% nature / +11% blight A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Dradil' (31 def, 19 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +19 Defense: +31 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 2 physical Changes stats: +4 Cun / +3 Dex Changes resistances: +14% acid / +9% physical / +15% lightning / +3% blight / +12% cold / +8% arcane / +15% fire Changes damage: +9% physical Physical save: +12 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +19 (+5 eff.) Only die when reaching: -60.00 life Mindpower: +10 (+3 eff.) A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of Eyal (28 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +28 (+6 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +13 (+4 eff.) Life regen: +6.00 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.multi-hued reinforced leather armour of the deep (12 def, 11 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +12 (+2 eff.) Fatigue: +8% Changes resistances: +16% acid / +11% physical / +16% cold / +13% lightning / +12% fire Allows you to breathe in: water Mindpower: +9 (+3 eff.) A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of resilience (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Life regen: +4.60 Stamina each turn: +1.90 Maximum life: +20.00 A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of the deep (20 def, 12 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +9% acid / +11% cold Allows you to breathe in: water Life regen: +7.20 Stamina each turn: +1.50 A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Cuirass of the Thronesmen (20 def, 32 armour) Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+4 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+11 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength.  | 
 This item will automatically be transmogrified when you leave the level.cleansing voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +8% acid / +6% physical / +5% lightning / +16% blight / +13% cold / +16% nature / +10% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +33% Stun/Freeze immunity: +31% Knockback immunity: +28% A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Cun / +6 Wil Mental save: +18 (+4 eff.) A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.searing voratun plate armour of stability (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 13 acid / 14 fire Damage when hit (Melee): 15 acid / 13 fire Changes resistances: +20% acid / +18% fire / +8% physical Physical save: +11 (+4 eff.) A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.barbed quiver of dragonbone arrows of erosion (23/23, 68-95 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +23.0% Capacity: 23 On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 nature Arrows are used with bows to pierce your foes to death.  | 
 80 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 brutal dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+3 eff.) Changes stats: +2 Str Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Rungof's FangInfused 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.  | 
 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 jade0.00 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.  | 
 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 8 power out of 35/35) : Effective talent level: 6.0 Power cost: 8 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 8 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
 Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 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 Activation costs 1 power out of 1/1. This orb is warm to the touch.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 5 bloodstone0.00 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.  | 
 2 fire opal0.00 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.  | 
 ruby0.00 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.  | 
 Rod of Recall (4/4)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 Activation costs 90 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 This item will automatically be transmogrified when you leave the level.pouch of voratun shots 'Blazeradiance' (21/21, 67-80 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 21 On weapon hit: * 20% chance to reduce armor by 9% * 20 arcane resource burn * 20% chance to slow global speed by 60% On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 acid / +20 lightning Shots are used with slings to pummel your foes to death.  | 
 Gleamwild the iron torque of mindblast [power 110]  (4/7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Wil / +1 Con Changes resistances: +9% light Changes resistances penetration: +10% light It can be used to blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 dwarven-steel torque of gale force 'Dimtrail' [power 250]  (4/7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes resistances: +21% fire Changes damage: +18% darkness Reduces incoming crit damage: 15.00% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 262 physical damage Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 yew totem of healing [power 248]  (4/7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power.  | 
 5 diamond0.00 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.  | 
 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 pearl0.00 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.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Dwaski the Dwarf Skirmisher level 35
15th Stralite 123rd year of Ascendancy at 04:44 see stats
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Dwaski the Dwarf Skirmisher level 35
11st Stralite 123rd year of Ascendancy at 04:04 see stats
			Antimagic! (Nightmare (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Dwaski the Dwarf Skirmisher level 20
9th Loss 122nd year of Ascendancy at 10:00 see stats
			Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.By Dwaski the Dwarf Skirmisher level 39
30th Stralite 123rd year of Ascendancy at 10:22 see stats
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Dwaski the Dwarf Skirmisher level 38
24th Stralite 123rd year of Ascendancy at 13:27 see stats
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By Dwaski the Dwarf Skirmisher level 36
19th Stralite 123rd year of Ascendancy at 15:53 see stats
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Dwaski the Dwarf Skirmisher level 17
28th Dearth 122nd year of Ascendancy at 07:36 see stats
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Dwaski the Dwarf Skirmisher level 37
21st Stralite 123rd year of Ascendancy at 00:10 see stats
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Dwaski the Dwarf Skirmisher level 38
22nd Stralite 123rd year of Ascendancy at 05:21 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Dwaski the Dwarf Skirmisher level 20
19th Loss 122nd year of Ascendancy at 08:23 see stats
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Dwaski the Dwarf Skirmisher level 29
11st Iron 123rd year of Ascendancy at 11:04 see stats
			Guiding Hand (Nightmare (Roguelike) difficulty)
			Saved all escorted adventurers.By Dwaski the Dwarf Skirmisher level 36
18th Stralite 123rd year of Ascendancy at 23:43 see stats
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dwaski the Dwarf Skirmisher level 30
6th Gold 123rd year of Ascendancy at 18:04 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Dwaski the Dwarf Skirmisher level 10
37th Profit 122nd year of Ascendancy at 00:35 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Dwaski the Dwarf Skirmisher level 20
45th Dearth 122nd year of Ascendancy at 16:32 see stats
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Dwaski the Dwarf Skirmisher level 30
5th Gold 123rd year of Ascendancy at 06:18 see stats
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By Dwaski the Dwarf Skirmisher level 40
36th Stralite 123rd year of Ascendancy at 03:31 see stats
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dwaski the Dwarf Skirmisher level 29
2nd Iron 123rd year of Ascendancy at 23:09 see stats
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Dwaski the Dwarf Skirmisher level 28
1st Iron 123rd year of Ascendancy at 01:31 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Dwaski the Dwarf Skirmisher level 22
4th Shortage 122nd year of Ascendancy at 02:29 see stats
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Dwaski the Dwarf Skirmisher level 37
21st Stralite 123rd year of Ascendancy at 04:59 see stats
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Dwaski the Dwarf Skirmisher level 5
18th Voratun 122nd year of Ascendancy at 16:17 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Dwaski the Dwarf Skirmisher level 12
14th Wealth 122nd year of Ascendancy at 02:57 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Dwaski the Dwarf Skirmisher level 5
2nd Acquisition 122nd year of Ascendancy at 15:00 see stats
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Dwaski the Dwarf Skirmisher level 26
17th Shortage 122nd year of Ascendancy at 00:53 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Dwaski the Dwarf Skirmisher level 18
39th Dearth 122nd year of Ascendancy at 06:09 see stats
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Dwaski the Dwarf Skirmisher level 34
10th Stralite 123rd year of Ascendancy at 09:23 see stats
Log
Ritch flamespitter slows down.
Arydhekira the orc summoner's gravity area effect hits Ritch flamespitter for 77 physical damage.
Arydhekira the orc summoner's gravity area effect hits Dwaski for 116 physical damage.
Arydhekira the orc summoner's gravity area effect hits Silyyawen the orc mage-hunter for 105 physical damage.
Dwaski seems more focused.
Dwaski speeds up.
Shadow casts Arcane Reconstruction.
Bleeding from Dwaski hits Shadow for 4 physical damage.
Deep Wound from Dwaski hits Shadow for 13 physical damage.
Shadow receives 526 healing.
Agony from Silyyawen the orc mage-hunter hits Dwaski for 96 mind damage.
Porytta the orc summoner activates his totem!
Deep Wound from Dwaski killed Shadow!
Porytta the orc summoner hits Dwaski for 53 nature damage.
Bleeding from Dwaski hits Silyyawen the orc mage-hunter for 5 physical damage.
Deadly Poison from Dwaski hits Silyyawen the orc mage-hunter for (17 antimagic), 0 nature (0 total damage).
Stone golem hits Dwaski for 251 physical damage.
Silyyawen the orc mage-hunter uses Agony.
Arydhekira the orc summoner casts Temporal Bolt.
Arydhekira the orc summoner hits Dwaski for 137 physical, 85 temporal (223 total damage).
Shadow slows down.
Dwaski slows down.
Arydhekira the orc summoner's gravity area effect hits Shadow for 105 physical damage.
Arydhekira the orc summoner's gravity area effect hits Dwaski for 116 physical damage.
Arydhekira the orc summoner's gravity area effect hits Ritch flamespitter for 77 physical damage.
Arydhekira the orc summoner's gravity area effect hits Silyyawen the orc mage-hunter for 105 physical damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Dwaski for 214 fire damage.
Dwaski the level 44 dwarf skirmisher was roasted to death by a ritch flamespitter on level 3 of Gorbat Pride.
















































































































































