Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Halfling | 
| Class | Summoner | 
| Level / Exp | 34 / 39% | 
| Size | small | 
| Lifes / Deaths | Killed by Betobeth the assassin at level 18 on the 58th Regrowth 123rd year of Ascendancy at 18:25 0 / 8Killed by dredge at level 18 on the 58th Regrowth 123rd year of Ascendancy at 18:36 Killed by armoured skeleton warrior at level 25 on the 7th Haze 123rd year of Ascendancy at 11:02 Killed by orc corruptor at level 34 on the 3rd Mirth 124th year of Ascendancy at 16:05 Killed by Arch Zephyr at level 34 on the 4th Mirth 124th year of Ascendancy at 00:51 Killed by orc necromancer at level 34 on the 4th Mirth 124th year of Ascendancy at 14:47 Killed by orc corruptor at level 34 on the 4th Mirth 124th year of Ascendancy at 20:07 Killed by worm that walks at level 34 on the 5th Mirth 124th year of Ascendancy at 00:02  | 
Primary Stats
| Strength | 24 (base 13) | 
| Dexterity | 25 (base 11) | 
| Constitution | 74 (base 60) | 
| Magic | 20 (base 10) | 
| Willpower | 77.343389412366 (base 54) | 
| Cunning | 53.343389412365 (base 26) | 
Resources
| Life | -18/960 | 
| Positive | 0/149 | 
| Equilibrium | 133 | 
| Healing Factor | 0.85 | 
| Regeneration | 1.4025 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 8 | 
| See Stealth | 13 | 
| See Invisible | 11 | 
Offense: Mainhand
| Damage | 87 | 
| Accuracy | 44 | 
| Crit Chance | 33% | 
| APR | 62 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 87 | 
| Accuracy | 44 | 
| Crit Chance | 33% | 
| APR | 62 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41.333333333333 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 68.212821500766 | 
| Crit Chance | 32% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 12 (30%) | 
| Defense | 29.921875 | 
| Ranged Defense | 29.921875 | 
| Fatigue | 0 | 
| Physical Save | 48.725 | 
| Spell Save | 43.648395431443 | 
| Mental Save | 57.538457529552 | 
Defense: Resistances
| All | -5%( 70%) | 
Defense: Immunities
| Stun Resistance | 29% | 
| Silence Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 24% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat.  | 
Class Talents
| Wild-gift / Summoning (utility) | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Wild-gift / Summoning (melee) | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 4/5 | 
  | 3/5 | 
| Wild-gift / Summoning (distance) | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-gift / Mindstar mastery | 1.10 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Master Summoner | 
| talent | Psiblades | 
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 30. Militant Mind | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked | 
| detrimental effect | The target is poisoned, taking 4.14 nature damage per turn and decreasing all heals received by 29%. Insidious Poison | 
| beneficial effect | The target is recovering 30 life each turn. Recovery | 
| detrimental effect | The target is infected with carrion worm larvae.  Each turn it will lose one beneficial physical effect and 45.23 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 325.74 blight damage and spawn a carrion worm mass.  | 
| beneficial effect | The target has 50% chance to evade melee attacks and gains 9 defense. Evasion | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
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 graveYou 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 | 
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders...  | active | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1.  | done | 
You failed to protect the lone alchemist from death by Bethunne the skeleton warrior. Escort: lone alchemist (level 8 of Dreadfell) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +1.  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
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 Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 180.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed red crystal shard. * You've found the needed vampire lord fang.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * 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 Maj'Eyal 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 ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour) undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Silence immunity: +23% Confusion immunity: +24% Stun/Freeze immunity: +29% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather.  | 
| Light source | alchemist's lamp 'Daimadar' alchemist's lamp 'Daimadar'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% acid Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +13 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head | hardened leather cap 'Rhoredor' (0 def, 3 armour) hardened leather cap 'Rhoredor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +3 Con Changes damage: +6% physical Maximum encumbrance: +10 A cap made of leather.  | 
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 83.90 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 98 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 42 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.47 cold and 20.82 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
| In main hand | mitotic pulsing mindstar of storms (105% power, 59 apr, mind damage) mitotic pulsing mindstar of storms (105% power, 59 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. The set is complete. Power: 106% Range: 1.1x Uses stats: 83% Wil, 46% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +59 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 9% chance to corrode armour Burst (radius 2) on crit: +0 acid blind When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +4% lightning Changes damage: +8% lightning Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Around waist | Harakhad the Unlightpain Harakhad the UnlightpainInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Life regen: +1.40 Healing mod.: +14% A belt that goes around your waist.  | 
| In off hand | mitotic pulsing mindstar of storms (105% power, 59 apr, mind damage) mitotic pulsing mindstar of storms (105% power, 59 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. The set is complete. Power: 106% Range: 1.1x Uses stats: 83% Wil, 46% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +59 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 9% chance to corrode armour Burst (radius 2) on crit: +0 nature slow When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +4% lightning Changes damage: +8% lightning Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Cloak | Salabrenn (10 def, 0 armour) Salabrenn (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +7% acid / +7% fire / +8% cold / +7% lightning Changes resistances penetration: +10% temporal Physical save: +9 (+3 eff.) Mental save: +18 (+5 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | Strikevalor (2 def, 4 armour) Strikevalor (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 40% chance to daze Changes stats: +5 Str / +5 Mag / +4 Wil Changes resistances: +11% lightning / +3% blight Spellpower: +14 (+5 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Mental crit. chance: +6% A suit of armour made of leather.  | 
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+6 for 7 turns, die at -461)heroism infusion (+6 for 7 turns, die at -461) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 7 turns. While Heroism is active, you will only die when reaching -461 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
This item will automatically be transmogrified when you leave the level. acid wave rune of the psychic (290 acid damage; dur 5; apply 58)acid wave rune of the psychic (290 acid damage; dur 5; apply 58) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 289.81 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 58. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
controlled phase door rune of the titan (range 11) controlled phase door rune of the titan (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
This item will automatically be transmogrified when you leave the level. heat beam rune (150 fire damage)heat beam rune (150 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 150.15 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
This item will automatically be transmogrified when you leave the level. lightning rune of the sneak (169 lightning damage)lightning rune of the sneak (169 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 56.46 to 169.38 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
This item will automatically be transmogrified when you leave the level. phase door rune (range 12; power 24; dur 5)phase door rune (range 12; power 24; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
shielding rune of the titan (absorb 285 for 3 turns) shielding rune of the titan (absorb 285 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
This item will automatically be transmogrified when you leave the level. rogue's voratun ring of fire (+24%)rogue's voratun ring of fire (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+7 eff.) Changes stats: +7 Cun Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. savage's stralite ring of powersavage's stralite ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Spell save: +13 (+4 eff.) Maximum stamina: +20.00 Spellpower: +7 (+2 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. savior's stralite ring of lifesavior's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Life regen: +1.10 Maximum life: +56.00 Healing mod.: +20% Rings can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. caustic stralite battleaxe of rage (157% power, 3 apr)caustic stralite battleaxe of rage (157% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 35% chance to corrode armour When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +6 Str Changes resistances penetration: +13% acid Changes damage: +10% physical Life regen: +2.00 Stamina when hit: +2.00 Massive two-handed battleaxes.  | 
This item will automatically be transmogrified when you leave the level. elemental voratun battleaxe (169% power, 4 apr)elemental voratun battleaxe (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +19% acid / +10% fire / +16% cold / +10% lightning Massive two-handed battleaxes.  | 
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite battleaxe of torment (151% power, 3 apr)plaguebringer's stralite battleaxe of torment (151% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 21% chance to disease * 20% chance to torment the target Damage (Melee): +13 blight When wielded/worn: Changes resistances penetration: +13% mind / +13% darkness Disease immunity: +21% Massive two-handed battleaxes.  | 
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.  | 
Star (129% power, 20 apr) Star (129% power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.  | 
This item will automatically be transmogrified when you leave the level. elemental voratun dagger (146% power, 9 apr)elemental voratun dagger (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +10% acid / +12% fire / +10% cold / +13% lightning Sharp, short and deadly.  | 
elemental stralite greatmaul of corruption (164% power, 3 apr) elemental stralite greatmaul of corruption (164% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +13% acid / +14% fire / +14% cold / +16% lightning Massive two-handed mauls.  | 
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Glanne'dragonbone longbow 'Glanne' Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 10% chance to corrode armour Burst (radius 1) on hit: +2 arcane When wielded/worn: Physical power: +9 (+2 eff.) Armour: +2 Defense: +6 (+3 eff.) Changes stats: +4 Str Changes resistances penetration: +10% acid / +14% physical Changes damage: +14% physical Blindness immunity: +10% Life regen: +0.70 Longbows are used to shoot arrows at your foes.  | 
This item will automatically be transmogrified when you leave the level. Velemiwyn (171% power, 6 apr)Velemiwyn (171% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 172% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +11 (+6 eff.) Changes stats: +5 Str Changes damage: +7% physical Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Mana each turn: +0.16 Stamina when hit: +1.30 Spell crit. chance: +3% Sharp, long, and deadly.  | 
This item will automatically be transmogrified when you leave the level. inquisitor's voratun longsword of persecution (152% power, 6 apr)inquisitor's voratun longsword of persecution (152% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy Damage against: +12% Unnatural When wielded/worn: Changes stats: +3 Wil Sharp, long, and deadly.  | 
This item will automatically be transmogrified when you leave the level. voratun mace of ruin (156% power, 6 apr)voratun mace of ruin (156% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Critical mult.: +10.00% Blunt and deadly.  | 
caller's thorny mindstar of venom (100% power, 24 apr, mind damage) caller's thorny mindstar of venom (100% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar calls for a summoner. Power: 100% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +12% acid Changes resistances penetration: +13% acid / +4% fire / +2% physical / +4% cold Changes damage: +14% acid / +8% fire / +7% physical / +7% cold Life regen: +0.90 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
wyrm's thorny mindstar of storms (96% power, 24 apr, nature damage) wyrm's thorny mindstar of storms (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. This natural lightning should be returned to the wyrm. Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 lightning / 4 physical / 5 fire / 4 cold / 4 acid Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +9% lightning / +4% physical / +5% fire / +4% acid / +3% cold Changes resistances penetration: +10% lightning Changes damage: +6% lightning Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of invocation (136% power, 6 apr, lightning element)dragonbone magestaff of invocation (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +22 (+7 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 28.43 - 34.12 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. magelord's dragonbone vilestaff of might (136% power, 6 apr, acid element)magelord's dragonbone vilestaff of might (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 22 arcane Changes damage: +30% acid Talent granted: +1 Command Staff Maximum mana: +47.00 Spellpower: +22 (+7 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of invocation (140% power, 6 apr, acid element)potent dragonbone vilestaff of invocation (140% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 141% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +33% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +24 (+8 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 29.35 - 35.22 acid damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite waraxe of vileness (138% power, 5 apr)plaguebringer's stralite waraxe of vileness (138% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 28% chance to disease Damage (Melee): +26 blight When wielded/worn: Disease immunity: +18% One-handed war axes.  | 
This item will automatically be transmogrified when you leave the level. voratun waraxe of ruin (151% power, 6 apr)voratun waraxe of ruin (151% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Critical mult.: +13.00% One-handed war axes.  | 
This item will automatically be transmogrified when you leave the level. shadow elven-silk cloak of Eldoral (3 def, 0 armour)shadow elven-silk cloak of Eldoral (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +14% darkness Changes resistances penetration: +14% darkness Changes damage: +16% darkness Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak of sorcery (3 def, 0 armour)spellcowled elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Wil / +9 Mag Spell save: +11 (+4 eff.) Maximum mana: +56.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
This item will automatically be transmogrified when you leave the level. shimmering elven-silk robe of life (5 def, 0 armour)shimmering elven-silk robe of life (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +8% blight Changes damage: +13% arcane Life regen: +4.30 Maximum life: +61.00 Maximum mana: +66.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe of corrosion (+5%) (5 def, 0 armour)stormwoven elven-silk robe of corrosion (+5%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +11% cold / +22% acid Changes damage: +14% lightning / +9% physical / +11% cold / +15% acid A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of corrosion (+21%) (5 def, 0 armour)tormentor's elven-silk robe of corrosion (+21%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Cun Changes resistances: +21% acid Changes damage: +14% acid Critical mult.: +13.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
This item will automatically be transmogrified when you leave the level. dreamer's pair of drakeskin leather boots (0 def, 5 armour)dreamer's pair of drakeskin leather boots (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +7 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) A pair of boots made of leather.  | 
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of lightning resistance (5 def, 10 armour)spiked voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +17% lightning A suit of armour made of mail.  | 
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of natural resilience (5 def, 8 armour)drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +11% nature / +12% blight Reduced damage from: +8% Unnatural A suit of armour made of leather.  | 
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of acid resistance (4 def, 7 armour)spiked reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +15% acid A suit of armour made of leather.  | 
This item will automatically be transmogrified when you leave the level. voratun plate armour of delving (9 def, 16 armour)voratun plate armour of delving (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +7 Str Changes resistances: +10% darkness / +9% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates.  | 
This item will automatically be transmogrified when you leave the level. Summertide (17 def, 15 armour, 260 block)Summertide (17 def, 15 armour, 260 block) Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+8 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 50.85 to 63.56 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind.  | 
Quiver of the Sun (25/25, 142% power, 15 apr) Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state.  | 
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
14 opal 14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
This item will automatically be transmogrified when you leave the level. Dúathedlen HeartDúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 130.11 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By lose fast? the Halfling Summoner level 29
55th Haze 123rd year of Ascendancy at 19:10 see stats
			Against all odds
			Killed Ukruk in the ambush.By lose fast? the Halfling Summoner level 29
53rd Haze 123rd year of Ascendancy at 01:54 see stats
			Brave new world
			Went to the Far East and took part in the war.By lose fast? the Halfling Summoner level 33
48th Pyre 124th year of Ascendancy at 15:35 see stats
			Bringer of Doom
			Killed a Bringer of Doom.By lose fast? the Halfling Summoner level 22
57th Pyre 123rd year of Ascendancy at 03:02 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By lose fast? the Halfling Summoner level 12
39th Haze 122nd year of Ascendancy at 20:38 see stats
			Destroyer's bane
			Killed Golbug the Destroyer.By lose fast? the Halfling Summoner level 32
80th Haze 123rd year of Ascendancy at 18:33 see stats
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By lose fast? the Halfling Summoner level 18
60th Regrowth 123rd year of Ascendancy at 08:23 see stats
			Exterminator
			Killed 1000 creatures.By lose fast? the Halfling Summoner level 16
41st Regrowth 123rd year of Ascendancy at 20:23 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By lose fast? the Halfling Summoner level 18
61st Regrowth 123rd year of Ascendancy at 04:48 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By lose fast? the Halfling Summoner level 20
13rd Pyre 123rd year of Ascendancy at 11:52 see stats
			Level 10
			Got a character to level 10.By lose fast? the Halfling Summoner level 10
19th Haze 122nd year of Ascendancy at 02:58 see stats
			Level 20
			Got a character to level 20.By lose fast? the Halfling Summoner level 20
6th Pyre 123rd year of Ascendancy at 18:42 see stats
			Level 30
			Got a character to level 30.By lose fast? the Halfling Summoner level 30
60th Haze 123rd year of Ascendancy at 22:48 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By lose fast? the Halfling Summoner level 14
73rd Haze 122nd year of Ascendancy at 00:14 see stats
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By lose fast? the Halfling Summoner level 27
26th Haze 123rd year of Ascendancy at 00:50 see stats
			Size matters
			Did over 600 damage in one attack.By lose fast? the Halfling Summoner level 20
49th Pyre 123rd year of Ascendancy at 07:43 see stats
			Sliders
			Activated a portal using the Orb of Many Ways.By lose fast? the Halfling Summoner level 32
49th Regrowth 124th year of Ascendancy at 03:41 see stats
			The Arena
			Unlocked Arena mode.By lose fast? the Halfling Summoner level 5
5th Haze 122nd year of Ascendancy at 14:27 see stats
			The secret city
			Discovered the truth about mages.By lose fast? the Halfling Summoner level 18
59th Regrowth 123rd year of Ascendancy at 08:35 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By lose fast? the Halfling Summoner level 27
22nd Haze 123rd year of Ascendancy at 12:09 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By lose fast? the Halfling Summoner level 16
42nd Regrowth 123rd year of Ascendancy at 22:58 see stats
			Unstoppable
			Returned from the dead.By lose fast? the Halfling Summoner level 34
4th Mirth 124th year of Ascendancy at 20:07 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By lose fast? the Halfling Summoner level 28
51st Haze 123rd year of Ascendancy at 09:03 see stats
Log
Fire drake receives 1 healing from Devourer.
Fire drake receives 2 healing from Devourer.
Fire drake receives 2 healing from Something.
Fire drake receives 1 healing from Bloated horror.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Bloated horror for 16 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits lose fast? for 21 fire damage.
Fire drake's devouring flames area effect hits Devourer for 17 fire damage.
Fire drake's devouring flames area effect hits Devourer for 24 fire damage.
Fire drake's devouring flames area effect hits Worm that walks for 36 fire damage.
Fire drake's devouring flames area effect hits Devourer for 20 fire damage.
Fire drake receives 1 healing from Devourer.
Fire drake receives 3 healing from Worm that walks.
Lose fast? is no longer evading attacks.
Fire drake's devouring flames area effect killed Devourer!
lose fast? receives 26 healing.
Worm Rot from Worm that walks hits lose fast? for 55 blight, 41 acid (97 total damage).
Insidious Poison from Worm that walks hits lose fast? for 4 nature damage.
Bloated horror casts Rune: Shielding.
A shield forms around bloated horror.
Fire drake hatchling hits Worm that walks for 50 physical damage.
Fire drake hits Bloated horror for (29 absorbed), 0 physical (0 total damage).
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits Bloated horror for (33 absorbed), 0 physical (0 total damage).
Insidious Poison from Worm that walks hits Fire drake for 4 nature damage.
Lose fast? tries to evade attacks.
Lose fast? resists the mind attack!
Saving game...
