












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Select your Escorts 1.7.0Allows 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. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then: 
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Swordsmaster | 
| Level / Exp | 49 / 69% | 
| Size | big | 
| Lifes / Deaths | Killed by Neradatta the Frozen Terror at level 49 on the 78th Haze 123rd year of Ascendancy at 21:08/ 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 52 (base 29) | 
| Dexterity | 103 (base 60) | 
| Constitution | 19 (base 13) | 
| Magic | 21 (base 10) | 
| Willpower | 68 (base 47) | 
| Cunning | 112 (base 60) | 
Resources
| Life | -78/1492 | 
| Steam | 100/100 | 
| Stamina | 239/389 | 
| Equilibrium | 38 | 
| Healing Factor | 1.2291723257555 | 
| Regeneration | 69.616269074141 | 
Speed
| Mental | +35% | 
| Attack | +15% | 
| Movement | +83.7082039325% | 
| Spell | +15% | 
| Global | +120% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 6 | 
| See Stealth | 75.692489506644 | 
| See Invisible | 65.692489506644 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 145 | 
| Accuracy | 73 | 
| Crit Chance | 107% | 
| APR | 37 | 
| Speed | 0.74 | 
Offense: Offhand
| Damage | 131 | 
| Accuracy | 73 | 
| Crit Chance | 112% | 
| APR | 35 | 
| Speed | 0.74 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 37% | 
| Speed | 0.8695652173913 | 
Offense: Mind
| Mindpower | 54 | 
| Crit Chance | 49% | 
| Speed | 0.8695652173913 | 
Offense: Damage Bonus
| Cold | +12% | 
| Lightning | +9% | 
| Light | +20% | 
| Darkness | +14% | 
| Blight | +12% | 
| Physical | +22% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +8% | 
| Physical | +33% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 55 (80.678270784467%) | 
| Defense | 88 | 
| Ranged Defense | 88 | 
| Fatigue | 0 | 
| Physical Save | 25 | 
| Spell Save | 40 | 
| Mental Save | 59 | 
Defense: Resistances
| Acid | + 15%( 70%) | 
| Blight | + 23%( 70%) | 
| Cold | + 24%( 70%) | 
| All | + 9%( 70%) | 
| Lightning | + 70%( 70%) | 
| Light | + 14%( 70%) | 
| Temporal | + 11%( 70%) | 
| Mind | + 22%( 70%) | 
| Darkness | + 31%( 70%) | 
| Fire | + 14%( 70%) | 
| Nature | + 36%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Confusion Resistance | 10% | 
| Pinning Resistance | 10% | 
| Disarm Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 853 life over 5 turns. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 2.5Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 839 life over 5 turns. Its effects scale with your Cunning stat. | 
Class Talents
| Technique / Combat techniques | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Intrepid | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Swordsmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Battle tactics | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Two-handed assault | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Footwork | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Lethality | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Cunning / Scoundrel | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
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 | 
| Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth.Cleaning the trash Save our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 3 of Old Forest.Escort: lost tinker (level 3 of Old Forest) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell.Escort: repented thief (level 2 of Dreadfell) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| 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 Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell.Escort: repented thief (level 4 of Dreadfell) As a reward you improved Cunning by +5. | 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 Dexterity by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell.Escort: repented thief (level 6 of Dreadfell) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell.Escort: repented thief (level 7 of Dreadfell) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell.Escort: repented thief (level 8 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 52. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 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 | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of faeros ash. * You've found the needed warg claw. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * You've found the needed black mamba head. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow...The Impossible Castle * You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| 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 4 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. * Gorbat Pride, in a mountain range in the southern desert. | 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 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! | 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 |  Zevor the pair of drakeskin leather boots (15 def, 14 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Crit.mult +20.00% Melee Ret 8 physical ----- def ----- Armour +14 Defense +15 (+3 eff.) Crit.chn- 15.00% ---------- misc Infravis +3 Talents +5 Rocket Boots A pair of boots made of leather. | 
| Light source |  alchemist's lamp 'Belerogothel' 1.0 T3 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +26.00% Phys.pwr +8 (+3 eff.) Dmg.mod +20% light ----- def ----- Resists +12% lightning +12% cold +9% mind Crit.chn- 15.00% Knockbk- +20% ---------- misc Light +9 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Stormglamour the voratun helm (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +10 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +5 Fatigue +5% Resists +7% blight +12% nature +9% lightning Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Quasit's Skull. | 
| On hands |  heroic drakeskin leather gloves of war-making (0 def, 7 armour) 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +5% Mind.crit +17% Crit.mult +10.00% ----- def ----- Armour +7 Mind.save +8 (+2 eff.) Max.HP +55.00 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Ce'Nakira the Lightrune (dig speed 30 turns) 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +12% blight Res.pen +20% physical Melee Ret 4 blight ----- def ----- Fatigue -7% Resists +6% light +6% blight ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 277.39 You won the Ring of Blood trial, and this is your reward. | 
| On fingers |  Filthorder the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +12% Acc +9 (+2 eff.) ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +6% darkness +6% mind +9% nature Pinning- +10% Blinding Speed: Puts all charms on 29 cooldown Level 5.9 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings make your fingers look great! | 
| Around neck |  Wretchnight 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Dex dps ---------- Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Dmg.mod +12% cold ----- def ----- Resists +9% nature ---------- misc Psi/ret +0.08 Amulets make your neck look great! | 
| In main hand |  enhanced voratun longsword of rage (43-60 power, 26 apr) 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +26 Crit +25.0% Atk.spd 100% While equipped: Stats +18 Str +7 Dex +11 Mag +5 Wil +9 Cun +6 Con dps ---------- Dmg.mod +12% physical Acc +17 (+4 eff.) Sharp, long, and deadly. | 
| Around waist |  Galeviper 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% lightning +10% physical Res.pen +13% physical ----- def ----- Defense +10 (+2 eff.) Resists +7% acid +3% temporal +5% cold +6% fire +16% lightning Spell.save +9 (+3 eff.) Proj.slow +25% ---------- misc Size +1 A belt that goes around your waist. | 
| In off hand |  Punae's Blade (46-64 power, 24 apr) 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +30.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+8 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. | 
| Cloak |  cashmere cloak 'Iviseba' (2 def, 10 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +14% darkness Res.pen +8% darkness ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +30% lightning +18% darkness +3% blight Stealth +6 Die.at -60.00 life Heal.mod +15% Disease- +10% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. | 
| Main armor |  Bethytha (20 def, 13 armour) 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +10 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +9% mind Melee Ret 6 mind ----- def ----- Armour +13 Hardiness +20% Defense +20 (+4 eff.) Fatigue +9% Mind.save +24 (+6 eff.) Max.HP +60.00 ---------- misc Equi/ret +0.16 Hate/m.crit +4.00 A suit of armour made of leather. This object's appearance was changed to Plate of the Blackened Mind. | 
Inventory
|  medical injector implant (efficiency 137% / cooldown 67%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant (efficiency 138% / cooldown 69%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 69%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant (efficiency 147% / cooldown 60%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the sneak (efficiency 217% / cooldown 72%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 217% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant (steam 10) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the sneak (steam 12) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  biting gale rune (damage 123; dur 4; cd 23) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 123.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  ethereal rune (power 14; resist 20%; move 34%; dur 5; cd 18) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 34% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 210; dur 5; cd 15) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  schematic: Ablative Armour 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Acid Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Air Recycler 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Alchemist's Helper 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Antimagic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Armour Reinforcement 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Back Support 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Black Light Emitter 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Corrosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Crystal Plating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Deflection Field 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Explosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Fiery Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flare Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flash Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Focus Lens 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Frost Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Grounding Strap 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Hand Cannon 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Headlamp 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Hook Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Incendiary Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Iron Grip 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Itching Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Kinetic Stabiliser 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Lightning Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Magnetic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Mana Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Mental Stimulator 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Moss Tread 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Poison Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Razor Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Rocket Boots 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Rustproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  12 schematic: Saw Projector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Saw Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Second Skin 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Shocking Touch 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Spike Attachment 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Spring Grapple 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Steamgun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Steamsaw 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunder Grenade 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Thunderclap Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Unstoppable Force Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Viral Injector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Viral Needlegun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Water Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Waterproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: White Light Emitter 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Winterchill Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
|  voratun amulet of constitution (+6) 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Con Amulets make your neck look great! | 
|  Ring of the Archlich 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
|  solipsist's stralite ring of lightning (+26%) 0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Rings make your fingers look great! | 
|  voratun ring of pilfering 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +15 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd 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! | 
|  arcing voratun battleaxe of massacre (70-105 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. | 
|  caustic voratun battleaxe (56-85 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +44 acid +31 nature While equipped: dps ---------- Res.pen +23% acid +27% nature Apr +17 Massive two-handed battleaxes. | 
|  caustic voratun battleaxe of rage (56-85 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +38 acid +42 nature While equipped: Stats +12 Str dps ---------- Dmg.mod +14% physical Res.pen +16% acid +17% nature Acc +28 (+7 eff.) Apr +21 Massive two-handed battleaxes. | 
|  enhanced voratun battleaxe of evisceration (58-86 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +12 Str +12 Dex +16 Mag +16 Wil +5 Cun +13 Con dps ---------- Phys.crit +14.0% Phys.pwr +21 (+7 eff.) Massive two-handed battleaxes. | 
|  truestriking voratun battleaxe of enduring (58-87 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +16 Con +12 Wil dps ---------- Res.pen +16% physical Acc +19 (+5 eff.) Apr +12 ----- def ----- Max.HP +89.00 Massive two-handed battleaxes. | 
|  warbringer's dwarven-steel battleaxe (30-45 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +14% physical ----- def ----- Disarm- +22% Massive two-handed battleaxes. | 
|  warbringer's voratun battleaxe of ruin (58-86 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.crit +16.0% Crit.mult +38.00% Phys.pwr +14 (+5 eff.) Res.pen +14% physical Apr +12 ----- def ----- Disarm- +28% Massive two-handed battleaxes. | 
|  Frostbender (20-27 power, 7 apr) 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 blight On Crit.r2 +29 lightning +27 cold While equipped: dps ---------- Mov.spd +38% Dmg.mod +3% acid +15% blight Res.pen +17% lightning +11% physical +42% cold Acc +28 (+7 eff.) Apr +9 On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 6 * 10% chance to reduce armor by 15% ----- def ----- Defense +11 (+2 eff.) Disarm- +38% Sharp, short and deadly. | 
|  Furnaceobeisance the voratun dagger (40-51 power, 9 apr) 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 nature +12 fire While equipped: dps ---------- Phys.crit +13.0% Crit.mult +31.00% Dmg.mod +12% fire Res.pen +15% all Acc +23 (+6 eff.) Apr +21 ----- def ----- Defense +15 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +4.00 Sharp, short and deadly. | 
|  Life Drinker (42-55 power, 11 apr) 1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 35% Cun, 55% Mag Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 29 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 4.65 acid and 5.20 blight damage. If not cleared after five turns it will inflict 29.55 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. | 
|  acidic voratun dagger of amnesia (38-49 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. | 
|  flaming voratun dagger of shearing (38-49 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: dps ---------- Res.pen +9% all Acc +17 (+4 eff.) Apr +8 Sharp, short and deadly. | 
|  inquisitor's voratun dagger (38-50 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Disrupt Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Deals 92 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. | 
|  voratun dagger of torment (38-49 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Psionic Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. | 
|  Dream Malleus (56-84 power, 5 apr) 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +17 mind On Hit: * 20% chance to reduce all saves and defense by 32 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +7.0% Mind.crit +7% Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% physical ----- def ----- Resists +9% cold Teleport- +20% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. | 
|  warbringer's voratun greatmaul of amnesia (66-100 power, 4 apr) 5.0 T5 greatmaul 2H weapon [Ego++] Master/Psionic Power 66.5 - 99.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +6 Con dps ---------- Phys.pwr +16 (+5 eff.) Res.pen +19% physical ----- def ----- Disarm- +32% Massive two-handed mauls. | 
|  Driruibers the Cloudshear (82-130 power, 4 apr) 3.0 T5 greatsword 2H weapon [Rare] Master Power 81.5 - 130.4 Physical Uses 120% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Dmg.mod +27% acid Melee Ret 8 lightning ----- def ----- Resists +15% acid ---------- misc Light +3 See.Invis +15 Massive two-handed swords. | 
|  chilling voratun greatsword of ruin (60-95 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 59.5 - 95.2 Physical Uses 120% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +35 cold While equipped: dps ---------- Phys.crit +14.0% Crit.mult +31.00% Apr +9 Massive two-handed swords. | 
|  truestriking voratun greatsword of shearing (62-98 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego++] Master Power 61.5 - 98.4 Physical Uses 120% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +19% all Acc +26 (+6 eff.) Apr +24 Massive two-handed swords. | 
|  mighty dragonbone longbow of piercing 4.0 T5 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Str dps ---------- Phys.pwr +17 (+6 eff.) Res.pen +18% all Acc +23 (+6 eff.) Apr +18 Longbows are used to shoot arrows at your foes. | 
|  Bleakqueen (40-57 power, 6 apr) 3.0 T5 longsword 1H weapon [Rare] Nature Power 40.5 - 56.7 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +33 acid +23 nature +8 mind On Hit: * 20% chance to reduce damage dealt by 26% While equipped: dps ---------- Res.pen +18% acid +12% nature Apr +12 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +9% mind Sharp, long, and deadly. This object's appearance was changed to Everpyre Blade. | 
|  Everpyre Blade (38-53 power, 10 apr) 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. | 
|  Perseverance (31-43 power, 9 apr) 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. This object's appearance was changed to Everpyre Blade. | 
|  stormbringer's voratun longsword of crippling (44-62 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 44.0 - 61.6 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +24 lightning +21 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Mov.spd +30% Res.pen +17% lightning +15% cold Sharp, long, and deadly. | 
|  stormbringer's voratun longsword of massacre (50-69 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 49.5 - 69.3 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +23 lightning +21 cold While equipped: dps ---------- Mov.spd +33% Res.pen +12% lightning +14% cold Sharp, long, and deadly. This object's appearance was changed to Everpyre Blade. | 
|  voratun longsword of torment (40-56 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego+] Psionic Power 40.0 - 56.0 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. | 
|  warbringer's dwarven-steel longsword of massacre (28-38 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego+] Master Power 27.5 - 38.5 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +18% Sharp, long, and deadly. | 
|  stormbringer's voratun mace of ruin (46-64 power, 6 apr) 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +33 lightning +28 cold While equipped: dps ---------- Phys.crit +12.0% Crit.mult +31.00% Mov.spd +37% Res.pen +20% lightning +19% cold Apr +8 Blunt and deadly. | 
|  absorbing living mindstar (16-18 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +12% lightning +20% fire +20% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. | 
|  absorbing pulsing mindstar of frost (13-14 power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 cold Dmg.mod +17% cold Res.pen +9% cold ----- def ----- Armour +11 Resists +21% lightning +33% cold +21% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. | 
|  absorbing thorny mindstar of flames (8-9 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +5% Melee+ 10 fire Dmg.mod +13% fire Res.pen +10% fire ----- def ----- Resists +14% lightning +24% fire +13% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  creative living mindstar (17-19 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +7.00% Mind.pwr +10 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  dreamer's pulsing mindstar of venom (12-14 power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 9 acid Dmg.mod +11% acid Res.pen +7% acid ----- def ----- Resists +12% acid +17% mind Mind.save +5 (+1 eff.) HP.reg +3.00 ---------- misc Psi/turn +1.00 Max.psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  gifted living mindstar of balance (18-19 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+5 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar 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. | 
|  harmonious living mindstar of nightfall (17-19 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +5% nature +12% darkness Res.pen +5% nature +12% darkness ----- def ----- Resists +6% nature +14% darkness Blind- +15% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony +0.20 Cursed/Darkness 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. | 
|  hateful living mindstar of venom (16-18 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 13 acid Dmg.mod +12% acid +17% mind +18% darkness Res.pen +14% acid +7% mind +10% darkness ----- def ----- Resists +10% acid HP.reg +3.00 ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar 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. | 
|  honing living mindstar of life (16-17 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% physical Res.pen +6% physical ----- def ----- Resists +6% physical Max.HP +41.00 HP.reg +1.20 ---------- misc Talents +1 Attune Mindstar 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. | 
|  hungering living mindstar of sand (16-18 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 10 physical Dmg.mod +16% physical Res.pen +12% physical ----- def ----- Resists +16% physical ---------- misc Hate/kill +4.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 128.62 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 15 cooldown 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. | 
|  nature's living mindstar of disruption (16-18 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +21% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% blight Disease- +20% ---------- misc Talents +1 Attune Mindstar 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. | 
|  projecting living mindstar of sand (17-19 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 14 physical Dmg.mod +14% lightning +11% fire +11% physical +14% cold Res.pen +14% physical ----- def ----- Resists +14% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. | 
|  resonating living mindstar of balance (16-18 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +5% mind Res.pen +6% mind ----- def ----- Resists +6% mind Dmg.Resnn +17% Phys.save +9 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.40 Psi/ret +1.30 Talents +1 Attune Mindstar 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. | 
|  wyrm's pulsing mindstar of gales (12-14 power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 6 lightning 6 physical 6 fire 6 acid 6 cold Dmg.mod +7% lightning +14% cold +11% physical ----- def ----- Defense +15 (+3 eff.) Resists +7% lightning +7% physical +8% cold +6% fire +6% acid Pinning- +35% ---------- misc Talents +1 Attune Mindstar 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. | 
|  ethereal elven-wood starstaff of protection (25-30 power, 5 apr, darkness element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) Dmg.mod +25% darkness Phasing +19% ----- def ----- Defense +20 (+4 eff.) Resists +12% darkness Shield.pwr +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  greater ash starstaff of protection (15-18 power, 3 apr, physical element) 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+3 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ----- def ----- Resists +8% physical +8% temporal +8% darkness +8% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  imbued dragonbone starstaff (30-36 power, 6 apr, darkness element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Epidemic 5 Staves designed for wielders of magic, by the greats of the art. | 
|  infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Crit.mult +29.00% Spell.pwr +29 (+8 eff.) Melee+ 23 fire Dmg.mod +30% fire ---------- misc Max.mana +36.00 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magelord's dragonbone magestaff of might (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +10% Spell.pwr +23 (+6 eff.) Melee+ 24 arcane Dmg.mod +30% lightning ---------- misc Max.mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent dragonbone vilestaff of wizardry (37-44 power, 6 apr, blight element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +26 (+6 eff.) Dmg.mod +37% blight ---------- misc Max.mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  surging dragonbone vilestaff of invocation (30-36 power, 6 apr, blight element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) S.pwr/crit +18 Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 26.50 to 31.80 blight damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  mage-hunter's voratun steamgun of true flight 4.0 T5 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +11.0% Mind.pwr +8 (+2 eff.) Acc +11 (+3 eff.) On Hit (Ranged): * 12 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Razorblade, the Cursed Waraxe (38-53 power, 16 apr) 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+9 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. | 
|  balanced steel waraxe of massacre (20-27 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +24% One-handed war axes. | 
|  elemental voratun waraxe of projection (38-54 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Psionic Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +20% acid Res.pen +18% acid One-handed war axes. | 
|  stormbringer's voratun waraxe of amnesia (40-57 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego++] Nature/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +22 lightning +33 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +36% Res.pen +13% lightning +14% cold One-handed war axes. | 
|  truestriking voratun waraxe of erosion (40-56 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 nature While equipped: dps ---------- Res.pen +15% physical Acc +15 (+4 eff.) Apr +8 One-handed war axes. | 
|  voratun waraxe of ruin (38-54 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego+] Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +24.00% Apr +10 One-handed war axes. | 
|  warbringer's voratun waraxe of torment (40-57 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego++] Master/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +32% One-handed war axes. | 
|  restorative elven-silk cloak of fog (11 def, 0 armour) 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +11 (+2 eff.) Resists +16% blight +17% fire +18% light +14% nature Stealth +9 HP.reg +8.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  ancient woollen robe of time (+12%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +24% temporal +11% physical Res.pen +9% temporal +7% physical ----- def ----- Resists +9% all +12% temporal Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +9% all ----- def ----- Resists +17% darkness +18% mind +15% all Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +31 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Umbramaim' (0 def, 0 armour) 2.0 T5 cloth armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 10 acid On Melee Ret: * 9% chance to slow global speed by 60% * 7 arcane resource burn ----- def ----- Resists +18% acid +9% darkness +15% fire +18% lightning +15% all Die.at -80.00 life Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  fearwoven elven-silk robe of protection (4 def, 4 armour) 2.0 T5 cloth armor [Ego+] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +14% darkness +25% physical Res.pen +15% darkness +13% physical ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +15% all Phys.save +17 (+8 eff.) ---------- misc Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven elven-silk robe of Angolwen (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil dps ---------- Mind.crit +4% Spell.pwr +10 (+2 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +5 ----- def ----- Resists +15% all Mind.save +20 (+5 eff.) Silence- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  stormwoven elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +22% lightning +16% physical +21% cold ----- def ----- Resists +13% lightning +9% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  sunsealed elven-silk robe of power (5 def, 5 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +30% light +16% all ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +11% darkness +10% light +15% all Max.HP +34.00 ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  tormentor's elven-silk robe of life (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +16.00% ----- def ----- Resists +13% blight +15% all Max.HP +92.00 HP.reg +4.80 Heal.mod +15% ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Dryrolar (15 def, 5 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Dex +4 Con dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Apr +9 ----- def ----- Armour +5 Defense +15 (+3 eff.) Resists +6% blight Die.at -80.00 life A pair of boots made of leather. This object's appearance was changed to The Black Boots. | 
|  Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  dreamer's pair of voratun boots of speed (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Phys.save +12 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of voratun boots of tirelessness (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +43% Stun/Frz- +20% ---------- misc Stam/turn +0.60 Max.stam +21.00 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) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
|  brawler's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) 1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Str +7 Dex +3 Cun dps ---------- Acc +19 (+5 eff.) ----- def ----- Armour +3 Phys.save +11 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  brawler's voratun gauntlets of regeneration (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+4 eff.) HP.reg +3.50 ---------- misc Stam/turn +1.00 Psi/turn +0.34 Cooldown Double Strike -1 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. | 
|  heroic voratun gauntlets of the starseeker (0 def, 9 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +1 Cun +6 Mag ----- def ----- Armour +9 Fatigue +5% Resists +8% light +10% darkness Mind.save +13 (+3 eff.) Max.HP +76.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 48.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Blazerain the elven-silk wizard hat (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +9% acid +15% temporal +9% light +9% physical +15% fire +13% mind +7% darkness Melee Ret 10 light ----- def ----- Defense +3 (+1 eff.) Resists +6% acid +22% fire +13% mind A pointy cloth hat, very wizardly... | 
|  Dragon-helm of Kroltar (5 def, 9 armour) 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 33 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 141.74 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. | 
|  Eclipsewire (20 def, 10 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Str +14 Wil dps ---------- Phys.pwr +30 (+10 eff.) Melee Ret 4 darkness ----- def ----- Armour +10 Defense +20 (+4 eff.) Fatigue +5% Resists +23% blight Mind.save +25 (+6 eff.) ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! | 
|  The Face of Fear (8 def, 0 armour) 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 13 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 23.43 mind and 24.51 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 23. Terrified: Deals 5.45 mind and 5.70 darkness damage per turn and increases cooldowns by 37%. Haunted: Causes the target to suffer 9.04 mind and 9.46 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. | 
|  Tymas the Treemoon (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Cun +13 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Acc +10 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +5% Resists +12% light +3% nature Spell.save +3 (+1 eff.) A hat made of leather. Very stylish. | 
|  champion's drakeskin leather cap of sanctity (0 def, 5 armour) 2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Wil ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +10% darkness Spell.save +11 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Light +2 Circle of Sanctity: (Instant) Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. | 
|  grounding drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +12% temporal A hat made of leather. Very stylish. | 
|  psion's elven-silk wizard hat of knowledge (3 def, 0 armour) 2.0 T5 head armor [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.crit +3% Mind.pwr +12 (+4 eff.) Dmg.mod +19% mind ----- def ----- Defense +3 (+1 eff.) Resists +11% mind Phys.save +8 (+4 eff.) Mind.save +13 (+3 eff.) ---------- misc Max.psi +26.00 A pointy cloth hat, very wizardly... | 
|  starseer's elven-silk wizard hat of knowledge (3 def, 0 armour) 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +10% darkness +6% temporal +7% light +6% physical ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  voratun helm of sanctity (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +12% darkness Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  enlightening voratun mail armour of fire resistance (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +29% fire Mind.save +15 (+4 eff.) A suit of armour made of mail. | 
|  enlightening voratun mail armour of the deep (5 def, 14 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +12% Resists +14% acid +11% cold Mind.save +18 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. | 
|  fortifying stralite mail armour (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +61.00 A suit of armour made of mail. | 
|  fortifying stralite mail armour of cold resistance (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +5 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +23% cold Max.HP +86.00 A suit of armour made of mail. | 
|  fortifying voratun mail armour of thunder (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +11 Str +5 Mag +7 Wil +4 Con dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +8% Phys.pwr +22 (+7 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +20 (+6 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +15% lightning Max.HP +47.00 A suit of armour made of mail. | 
|  hardened voratun mail armour of implacability (5 def, 23 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: ----- def ----- Armour +23 Defense +5 (+1 eff.) Fatigue +2% Resists +7% acid +10% physical +10% cold +10% lightning +10% fire Phys.save +13 (+6 eff.) A suit of armour made of mail. | 
|  impenetrable steel mail armour of implacability (2 def, 21 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +21 Defense +2 (+1 eff.) Fatigue +6% Phys.save +9 (+4 eff.) A suit of armour made of mail. | 
|  impenetrable voratun mail armour of command (15 def, 32 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +32 Defense +15 (+3 eff.) Fatigue +12% Mind.save +20 (+5 eff.) A suit of armour made of mail. | 
|  impenetrable voratun mail armour of implacability (5 def, 38 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +38 Defense +5 (+1 eff.) Fatigue +2% Phys.save +14 (+7 eff.) A suit of armour made of mail. | 
|  radiant voratun mail armour (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% blight +22% darkness ---------- misc Light +1 A suit of armour made of mail. | 
|  radiant voratun mail armour of Eyal (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% blight +21% darkness Max.HP +80.00 HP.reg +11.00 Heal.mod +15% ---------- misc Light +1 A suit of armour made of mail. | 
|  rejuvenating voratun mail armour of command (16 def, 17 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +17 Defense +16 (+3 eff.) Fatigue +12% Mind.save +17 (+4 eff.) HP.reg +5.10 ---------- misc Stam/turn +1.00 A suit of armour made of mail. | 
|  searing voratun mail armour (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 15 acid 10 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +19% acid +23% fire A suit of armour made of mail. | 
|  searing voratun mail armour of stability (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 12 fire Melee Ret 15 acid 13 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +21% acid +15% fire +9% physical Phys.save +18 (+9 eff.) A suit of armour made of mail. | 
|  voratun mail armour 'Blazequeller' (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +10 Con dps ---------- Melee Ret 10 acid ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +27% Resists +21% lightning +15% temporal -20% light +15% fire +21% acid +15% darkness Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) A suit of armour made of mail. | 
|  voratun mail armour of command (13 def, 17 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun ----- def ----- Armour +17 Defense +13 (+3 eff.) Fatigue +12% Mind.save +18 (+5 eff.) A suit of armour made of mail. | 
|  Breath of Eyal (10 def, 10 armour) 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. | 
|  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  drakeskin leather armour of the wind (30 def, 8 armour) 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Apr +10 ----- def ----- Armour +8 Defense +30 (+6 eff.) Fatigue +8% ---------- misc Stam/turn +1.10 Second Wind: (Instant) Puts all charms on 26 cooldown Level 5.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 156 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
|  duelist's drakeskin leather armour of alacrity (26 def, 12 armour) 9.0 T5 light armor [Ego++] Master While equipped: Stats +10 Cun +6 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +12 Defense +26 (+5 eff.) Fatigue +8% A suit of armour made of leather. | 
|  enlightening drakeskin leather armour of lightning resistance (20 def, 8 armour) 9.0 T5 light armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% lightning Mind.save +18 (+5 eff.) A suit of armour made of leather. | 
|  marauder's drakeskin leather armour of alacrity (28 def, 8 armour) 9.0 T5 light armor [Ego++] Master While equipped: Stats +5 Str +7 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +28 (+6 eff.) Fatigue +8% Phys.save +11 (+5 eff.) A suit of armour made of leather. | 
|  rejuvenating drakeskin leather armour of clarity (20 def, 8 armour) 9.0 T5 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +8% mind Mind.save +18 (+5 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.50 A suit of armour made of leather. | 
|  rejuvenating drakeskin leather armour of the wind (33 def, 8 armour) 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Apr +12 ----- def ----- Armour +8 Defense +33 (+7 eff.) Fatigue +8% HP.reg +5.10 ---------- misc Stam/turn +3.20 Second Wind: (Instant) Puts all charms on 26 cooldown Level 5.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 156 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
|  volcanic drakeskin leather armour of acid resistance (20 def, 16 armour) 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 8 fire Ranged+ 7 fire ----- def ----- Armour +16 Defense +20 (+4 eff.) Fatigue +8% Resists +23% acid +25% fire +23% physical A suit of armour made of leather. | 
|  volcanic reinforced leather armour of the void (12 def, 16 armour) 9.0 T4 light armor [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 8 darkness 8 fire Ranged+ 8 darkness 8 fire ----- def ----- Armour +16 Defense +12 (+3 eff.) Fatigue +8% Resists +19% temporal +22% fire +18% darkness +23% physical Def/telep +22 Res/telep +16% Dur/telep +18% Blink to a nearby random location (rad 9) Puts all charms on 19 cooldown A suit of armour made of leather. | 
|  acidic voratun shield of crushing (0 def, 10 armour, 214 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Melee+ 7 acid Melee Ret 2 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  swashbuckler's voratun shield of earthen fury (0 def, 16 armour, 196 block) 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +5 Dex dps ---------- Acc +18 (+4 eff.) ----- def ----- Armour +16 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  voratun shield of shrapnel (0 def, 10 armour, 210.5 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Essence of Bearness 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 73 power out of 100/100 The very essence of bearness! | 
|  Void Quiver (0/0, 45-63 power, 120 apr) 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. | 
|  hateful quiver of dragonbone arrows of amnesia (21/21, 53-74 power, 18 apr) 3.0 T5 arrow ammo [Ego++] Psionic Power 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +33 darkness Against +20% Living On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. | 
|  8 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  434 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  3 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. | 
|  4 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe 'Erelodevon' (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +6 Dex dps ---------- Crit.mult +15.00% Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +15 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Poryreth' (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +6% lightning Crit.chn- 5.00% Spell.save +6 (+2 eff.) Heal.mod +15% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  9 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Sunraze the dwarven lantern -1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +14 Mag dps ---------- Spell.pwr +31 (+8 eff.) Dmg.mod +6% light +15% temporal Res.pen +10% temporal ----- def ----- Defense +14 (+3 eff.) Resists +3% light Phys.save +20 (+10 eff.) Spell.save +13 (+4 eff.) Mind.save +19 (+5 eff.) ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Orb of Many Ways 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. | 
|  5 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  3 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  5 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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 (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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 (1/1) 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 284.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. | 
| powerful healing salve [power 228]powerful healing salve [power 228] 1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 228 Puts Talent Medical Injector on 11 cooldown Medical salve. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. | 
|  barbed pouch of voratun shots of annihilation (20/20, 73-88 power, 16 apr) 3.0 T5 shot ammo [Ego++] Master Power 73.0 - 87.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +16 Crit +27.0% Capacity 20 Proj.spd +200% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  powerful air recycler 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! | 
|  Bizzare Contraption 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
|  voratun torque of psionic shield 'Camodin' [power 147]  (18/19 cooldown) 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Resists +12% lightning +3% darkness +3% mind ---------- misc Mana/turn +0.04 Setup a psionic shield, reducing all damage taken by 147 for 5 turns Puts all charms on 19 cooldown 100% to increase all damage penetration by 25% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 85. Torques are made by powerful psionics to store psionic powers. | 
|  13 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  warded dragonbone wand of shielding [power 446]  (18/15 cooldown) 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 lightning +5 blight +4 mind +4 acid Talents +1 Ward Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  7 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all 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.
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Wolfblade the Cornac Swordsmaster level 38
20th Dusk 123rd year of Ascendancy at 23:12 see stats
 A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Wolfblade the Cornac Swordsmaster level 23
18th Regrowth 123rd year of Ascendancy at 04:37 see stats
 Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Wolfblade the Cornac Swordsmaster level 38
15th Dusk 123rd year of Ascendancy at 22:15 see stats
 Antimagic! (Nightmare (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Nightmare (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Wolfblade the Cornac Swordsmaster level 24
60th Regrowth 123rd year of Ascendancy at 03:46 see stats
 Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.By Wolfblade the Cornac Swordsmaster level 42
59th Dusk 123rd year of Ascendancy at 23:37 see stats
 Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Wolfblade the Cornac Swordsmaster level 40
57th Dusk 123rd year of Ascendancy at 21:30 see stats
 Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By Wolfblade the Cornac Swordsmaster level 26
68th Regrowth 123rd year of Ascendancy at 01:24 see stats
 Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Wolfblade the Cornac Swordsmaster level 24
41st Regrowth 123rd year of Ascendancy at 19:13 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Wolfblade the Cornac Swordsmaster level 16
14th Haze 122nd year of Ascendancy at 18:28 see stats
 Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Wolfblade the Cornac Swordsmaster level 39
44th Dusk 123rd year of Ascendancy at 23:46 see stats
 Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Wolfblade the Cornac Swordsmaster level 37
14th Dusk 123rd year of Ascendancy at 13:26 see stats
 Earth Master (Nightmare (Roguelike) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Roguelike) difficulty)
			Killed Harkor'Zun.By Wolfblade the Cornac Swordsmaster level 29
71st Regrowth 123rd year of Ascendancy at 04:41 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Wolfblade the Cornac Swordsmaster level 20
10th Allure 123rd year of Ascendancy at 14:46 see stats
 Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Wolfblade the Cornac Swordsmaster level 29
9th Pyre 123rd year of Ascendancy at 04:32 see stats
 Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!By Wolfblade the Cornac Swordsmaster level 31
29th Pyre 123rd year of Ascendancy at 08:18 see stats
 Gem of the Moon (Nightmare (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Nightmare (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.By Wolfblade the Cornac Swordsmaster level 47
72nd Haze 123rd year of Ascendancy at 13:23 see stats
 Guiding Hand (Nightmare (Roguelike) difficulty)
			Saved all escorted adventurers.
			Guiding Hand (Nightmare (Roguelike) difficulty)
			Saved all escorted adventurers.By Wolfblade the Cornac Swordsmaster level 39
24th Dusk 123rd year of Ascendancy at 20:23 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.
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wolfblade the Cornac Swordsmaster level 23
18th Regrowth 123rd year of Ascendancy at 04:11 see stats
 Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Wolfblade the Cornac Swordsmaster level 32
36th Pyre 123rd year of Ascendancy at 13:04 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Wolfblade the Cornac Swordsmaster level 10
6th Mirth 122nd year of Ascendancy at 08:16 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Wolfblade the Cornac Swordsmaster level 20
10th Allure 123rd year of Ascendancy at 14:45 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Wolfblade the Cornac Swordsmaster level 30
12nd Pyre 123rd year of Ascendancy at 09:55 see stats
 Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By Wolfblade the Cornac Swordsmaster level 40
44th Dusk 123rd year of Ascendancy at 23:46 see stats
 Race through fire (Nightmare (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Nightmare (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Wolfblade the Cornac Swordsmaster level 45
46th Haze 123rd year of Ascendancy at 19:41 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Wolfblade the Cornac Swordsmaster level 29
74th Regrowth 123rd year of Ascendancy at 22:42 see stats
 Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Wolfblade the Cornac Swordsmaster level 34
4th Mirth 123rd year of Ascendancy at 08:32 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Wolfblade the Cornac Swordsmaster level 26
67th Regrowth 123rd year of Ascendancy at 20:32 see stats
 Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Wolfblade the Cornac Swordsmaster level 40
45th Dusk 123rd year of Ascendancy at 01:39 see stats
 That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Wolfblade the Cornac Swordsmaster level 42
40th Haze 123rd year of Ascendancy at 15:23 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Wolfblade the Cornac Swordsmaster level 7
77th Pyre 122nd year of Ascendancy at 20:43 see stats
 The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Wolfblade the Cornac Swordsmaster level 23
18th Regrowth 123rd year of Ascendancy at 04:37 see stats
 The Restless Dead (Nightmare (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Nightmare (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By Wolfblade the Cornac Swordsmaster level 24
66th Regrowth 123rd year of Ascendancy at 11:31 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Wolfblade the Cornac Swordsmaster level 15
19th Dusk 122nd year of Ascendancy at 01:39 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Wolfblade the Cornac Swordsmaster level 28
70th Regrowth 123rd year of Ascendancy at 14:33 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Wolfblade the Cornac Swordsmaster level 18
37th Haze 122nd year of Ascendancy at 01:16 see stats
 Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Wolfblade the Cornac Swordsmaster level 37
15th Dusk 123rd year of Ascendancy at 01:35 see stats
 You were not supposed to see that! (Nightmare (Roguelike) difficulty)
			Read a Forbidden Tome.
			You were not supposed to see that! (Nightmare (Roguelike) difficulty)
			Read a Forbidden Tome.By Wolfblade the Cornac Swordsmaster level 32
67th Pyre 123rd year of Ascendancy at 02:30 see stats
Log
Wolfblade receives 1 healing from Bloodcaller.
Raze hits Wolfblade for 11 darkness damage.
Melee retaliation hits Wolfblade for 69 cold damage.
Wolfblade hits Something for 43 physical damage.
Raze hits Wolfblade for 11 darkness damage.
Searing Sight hits Wolfblade for 35 light damage.
Wolfblade uses Infusion: Regeneration.
Wolfblade starts regenerating health quickly.
Wolfblade stops regenerating health quickly.
Wolfblade recovers sight.
Wolfblade has recovered!
Talent Greater Weapon Focus is ready to use.
Raze hits Wolfblade for 12 darkness, 12 darkness, 12 darkness, 11 darkness (46 total damage).
Worm Rot from Neradatta the Frozen Terror hits Wolfblade for 38 blight, 57 acid (95 total damage).
Weakness Disease from Neradatta the Frozen Terror hits Wolfblade for 34 blight damage.
Burning from Neradatta the Frozen Terror hits Wolfblade for 76 fire damage.
Wolfblade uses Greater Weapon Focus.
Wolfblade uses Expose Weakness.
Wolfblade performs a melee critical strike against Neradatta the Frozen Terror!
Greater Weapon Focus from Wolfblade performs a melee critical strike against Neradatta the Frozen Terror!
Neradatta the Frozen Terror starts to bleed.
Neradatta the Frozen Terror's Fearless Cleave is disrupted by his wounds!
Wolfblade performs a melee critical strike against Neradatta the Frozen Terror!
Greater Weapon Focus from Wolfblade performs a melee critical strike against Neradatta the Frozen Terror!
Wolfblade is focusing on penetrating defenses.
You are no longer encumbered.
A carrion worm mass bursts out of Wolfblade!
Wolfblade is free from the worm rot.


































































