












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.5.5
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Berserker | 
| Level / Exp | 50 / 6263% | 
| Size | big | 
| Lifes / Deaths | Killed by Doomed Shade of Checks at level 50 on the 77th Pyre 123rd year of Ascendancy at 12:47/ 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 142 (base 60) | 
| Dexterity | 91 (base 60) | 
| Constitution | 64 (base 60) | 
| Magic | 60 (base 60) | 
| Willpower | 66 (base 60) | 
| Cunning | 86 (base 60) | 
Resources
| Life | 21061/21061 | 
| Steam | 125/125 | 
| Stamina | 928/928 | 
| Equilibrium | 0 | 
| Healing Factor | 1.3461538461538 | 
| Regeneration | 56.634982665149 | 
Speed
| Mental | +91.15% | 
| Attack | +91.15% | 
| Movement | +405.5% | 
| Spell | +91.15% | 
| Global | +166.84% | 
Vision
| Sight | 10 | 
| Lite | -7 | 
| Infravision | 9 | 
| See Stealth | 80.838246232252 | 
| See Invisible | 95.838246232253 | 
Offense: Mainhand
| Damage | 480 | 
| Accuracy | 77 | 
| Crit Chance | 205% | 
| APR | 21 | 
| Speed | 0.52 | 
Offense: Spell
| Spellpower | 140 | 
| Crit Chance | 100% | 
| Speed | 0.52314935914204 | 
Offense: Mind
| Mindpower | 155 | 
| Crit Chance | 100% | 
| Speed | 0.52314935914204 | 
Offense: Damage Bonus
| Physical | +27% | 
| Acid | +29% | 
| Light | +17% | 
| Lightning | +26% | 
| Darkness | +38% | 
| Arcane | +11% | 
| Fire | +23% | 
| All | +8% | 
Offense: Damage Penetration
| Darkness | +15% | 
| Physical | +21% | 
| Acid | +19% | 
| Arcane | +30% | 
| Mind | +30% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 186.63453708906 (97.241379310345%) | 
| Defense | 83 | 
| Ranged Defense | 84 | 
| Fatigue | 0 | 
| Physical Save | 53 | 
| Spell Save | 68 | 
| Mental Save | 48 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 30%( 70%) | 
| Arcane | + 24%( 70%) | 
| Cold | + 61%( 70%) | 
| All | + 15%( 70%) | 
| Lightning | + 32%( 70%) | 
| Light | + 46%( 70%) | 
| Temporal | + 32%( 70%) | 
| Mind | + 41%( 70%) | 
| Darkness | + 20%( 70%) | 
| Fire | + 63%( 70%) | 
| Nature | + 18%( 70%) | 
Defense: Immunities
| Pinning Resistance | 25% | 
| Confusion Resistance | 64% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Disarm Resistance | 50% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 25% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 750 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 23 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 26 for 7 turns. While Heroism is active, you will only die when reaching -705 life. 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. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Berserker's strength | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
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| 
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| Technique / Bloodthirst | 1.40 | 
| 
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| 
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| 
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| 
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| Technique / Superiority | 1.50 | 
| 
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| 
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| 
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| 
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| Technique / Two-handed assault | 1.50 | 
| 
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| 
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| 
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| 
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| Technique / Warcries | 1.50 | 
| 
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| 
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| 
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| 
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| Technique / Combat techniques | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Cunning / Dirty fighting | 1.20 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Technique / Combat veteran | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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Generic Talents
| Undead / Skeleton | 0.70 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.50 | 
| 
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| 
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| 
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| 
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| 
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| 
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| Cunning / Survival | 1.20 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Wild-gift / Harmony | 1.20 | 
| 
 | 5/5 | 
| 
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| 
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| 
 | 5/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Steamtech / Chemistry | 1.00 | 
| 
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| 
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| 
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| 
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| Wild-gift / Antimagic | 1.20 | 
| 
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| 
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| 
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| 
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| Technique / Conditioning | 1.50 | 
| 
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| 
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| 
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| 
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| Cunning / Scoundrel | 1.10 | 
| 
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| 
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| 
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| 
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| Psionic / Feedback | 1.00 | 
| 
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| 
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| 
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| 
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Prodigies
| 
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| 
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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 | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved spell save by +4. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest.Escort: lost anorithil (level 3 of Old Forest) As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | 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 spell save by +4. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved physical save by +4. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell.Escort: lost sun paladin (level 4 of Dreadfell) As a reward you improved physical save by +4. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell.Escort: lost sun paladin (level 7 of Dreadfell) As a reward you improved spell save by +4. | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair.Escort: lost tinker (level 2 of Norgos Lair) | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved Strength by +2. | 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 +2. | 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 fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some 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. | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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: 180. | active | 
| 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 precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of greater demon bile. * You've found the needed minotaur nose. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ritch stinger. * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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. | completed | 
| 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * Find a Blood-Runed Athame. * Find a Resonating Diamond. | active | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Elenayon (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 mind Changes stats: +1 Cun Changes resistances: +6% lightning / +5% temporal / +3% nature / +9% cold Critical mult.: +10.00% Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mindpower: +2 (+0 eff.) A pair of boots made of leather. | 
| Quiver |  hateful quiver of yew arrows of crippling (16/16, 30.5-42.7 power, 10 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +13.0% Capacity: 16 On weapon crit: * cripple the target Damage (Ranged): +17 darkness Damage against: +12% Living Arrows are used with bows to pierce your foes to death. | 
| Light source |  Polerarin the alchemist's lamp Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Changes stats: +7 Cun / +3 Wil Changes resistances penetration: +10% arcane Critical mult.: +19.00% Mental save: +10 (+3 eff.) Maximum life: +44.00 Mindpower: +6 (+0 eff.) Light radius: -7 Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +10 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  drakeskin leather cap 'Dawnglory' (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane / 9 physical Changes stats: +14 Str / +8 Dex / +2 Wil / +10 Cun Changes resistances: +18% cold Changes damage: +9% light / +12% acid Allows you to breathe in: water Critical mult.: +10.00% Mental save: +15 (+5 eff.) Maximum mana: +20.00 Spell crit. chance: +3% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1499.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. | 
| Tool |  Arclace the voratun pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +3 Str Changes resistances: +6% blight / +6% temporal / +6% darkness Changes damage: +18% lightning Spell save: +20 (+5 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  steel ring 'Nerymissra' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% Changes stats: +2 Cun Changes resistances: +15% acid Changes resistances penetration: +15% mind Critical mult.: +25.00% Psi when hit: +0.20 Hate when firing a critical mind attack: +5.00 Movement speed: +16% Heals friendly targets nearby when you use a nature summon: +50 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 4.5 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings can have magical properties. | 
| On fingers |  Lavacrack the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Str / +3 Con Changes resistances: +15% fire Changes damage: +15% fire Mental save: +6 (+2 eff.) Confusion immunity: +20% Maximum stamina: +10.00 Rings can have magical properties. | 
| Around waist |  Xerykira Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +8% acid / +17% fire / +5% arcane / +20% cold / +9% mind / +8% lightning Changes resistances penetration: +5% mind Changes damage: +3% arcane Stealth bonus: +11 Slows Projectiles: +25% A belt that goes around your waist. | 
| In main hand |  Deluragen (85-127.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.0 - 127.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 40% chance to gain 10% of a turn (3/turn limit) * flashes light on your target dealing 121 damage Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +8 temporal When wielded/worn: Armour penetration: +17 Changes resistances penetration: +19% acid / +21% physical / +20% arcane Changes damage: +19% physical Critical mult.: +20.00% Life regen: +4.00 Mana when firing critical spell: +2.00 Maximum mana: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! This object's appearance was changed to Steam Powered Gauntlets. | 
| Main armor |  Coaltrial (3 def, 9 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 12 darkness / 20 acid Changes resistances: +88% acid / +7% cold Changes resistances penetration: +15% darkness Changes damage: +9% acid / +30% darkness Allows you to breathe in: water A suit of armour made of metal plates. | 
| Cloak |  Poruthra (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +2 (+0 eff.) Fatigue: -8% Changes stats: +6 Dex / +2 Mag Changes resistances: +25% light / +25% fire Critical mult.: +15.00% Physical save: +6 (+2 eff.) Maximum life: +98.00 Maximum stamina: +31.00 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Duvadan the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 12 mind Changes resistances: +6% lightning / +9% temporal / +12% light / +12% blight / +5% arcane / +22% mind Changes resistances penetration: +10% mind Spell save: +9 (+2 eff.) Confusion immunity: +44% Amulets can have magical properties. | 
Inventory
|  vial of tan fluid Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion | 
|  regeneration infusion of the warrior (heal 842 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 842 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  Rune of the Rift (414.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Inflicts 447.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  6 schematic: Hand Cannon Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  Ancient Tome titled 'Gems and their uses' 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  grounding copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. | 
|  stabilizing copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. | 
|  Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 17 power out of 60/60) : Effective talent level: 3.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
|  Mirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 270 strength, based on Magic) for 5 turns, costing 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
|  Fuledechak the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Changes resistances: +6% acid / +33% temporal / +9% nature Changes resistances penetration: +20% mind Pinning immunity: +44% Knockback immunity: +36% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. | 
|  savior's stralite amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +12% blight / +13% fire Critical mult.: +17.00% Physical save: +14 (+5 eff.) Spell save: +21 (+5 eff.) Mental save: +22 (+7 eff.) Spellpower: +13 (+2 eff.) Amulets can have magical properties. | 
|  voratun amulet 'Keromigar' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +8 Dex / +8 Cun / +14 Con Changes resistances penetration: +10% mind Talent masteries: +0.38 Technique / Conditioning +0.38 Wild-gift / Antimagic Physical save: +20 (+7 eff.) Life regen: +4.30 Stamina each turn: +1.20 Maximum life: +56.00 Mindpower: +10 (+1 eff.) Movement speed: +10% Amulets can have magical properties. | 
|  voratun amulet 'Mucusreign' Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex / +8 Cun / +7 Con Changes resistances: +3% nature Changes resistances cap: +7% all Changes resistances penetration: +15% nature Changes damage: +6% temporal Talent mastery: +0.39 Technique / Archery training Physical save: +22 (+7 eff.) Life regen: +0.90 Stamina each turn: +1.30 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. | 
|  Phoenixhacker Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% fire / +22% nature / +6% mind Changes damage: +11% nature / +3% fire Rings can have magical properties. | 
|  Starvengeance the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 8 arcane / 8 light Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +15% light Changes damage: +12% arcane Light radius: +3 Rings can have magical properties. | 
|  marksman's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+0 eff.) Changes stats: +3 Dex Spellpower: +5 (+1 eff.) Mindpower: +6 (+0 eff.) Rings can have magical properties. | 
|  Zubuwyn Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Con Changes resistances: +3% lightning / +9% light / +6% darkness / +6% fire / +3% nature / +5% arcane Changes resistances penetration: +15% mind Physical save: +10 (+4 eff.) Rings can have magical properties. | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  stralite ring 'Dawntorrent' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +3 Wil / +2 Mag Changes resistances: +25% physical Changes damage: +6% light / +18% physical Critical mult.: +9.00% Reduces incoming crit damage: 15.00% See invisible: +21 Healing mod.: +10% Rings can have magical properties. | 
|  stralite ring 'Singeumbra' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +21% mind Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Rings can have magical properties. | 
|  Dimrage the voratun ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 temporal Changes stats: +9 Dex / +7 Mag / +7 Wil / +9 Cun Changes resistances penetration: +5% darkness Changes damage: +6% darkness Maximum encumbrance: +34 Spellpower: +10 (+2 eff.) Rings can have magical properties. | 
|  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
|  voratun ring 'Swampwasp' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +5 Con Changes resistances penetration: +5% blight Changes damage: +6% blight / +6% all Maximum encumbrance: +34 Physical save: +10 (+4 eff.) Spellpower: +19 (+3 eff.) Mindpower: +14 (+1 eff.) Rings can have magical properties. | 
|  voratun ring 'Wildrock' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +34% cold / +36% darkness / +6% nature Changes resistances penetration: +5% light Changes damage: +17% cold / +15% darkness / +9% nature Disarm immunity: +50% Pinning immunity: +31% Knockback immunity: +38% Maximum life: +42.00 Light radius: +2 Rings can have magical properties. | 
| Viper's Retort (24-28.8 power, 8 apr, nature element)Viper's Retort (24-28.8 power, 8 apr, nature element) Requires: - Magic 24 - Cunning 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 40% Wil, 115% Mag, 65% Cun Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes damage: +20% acid / +20% nature Talents cooldown: Healing Light (-1 turn) Poison Storm (-2 turns) Venomous Strike (-2 turns) Arcane Reconstruction (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +25% The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. | 
|  Zubulrama (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +40.00 Spellpower: +34 (+5 eff.) Spell crit. chance: +12% Mental crit. chance: +2% Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 126.06 to 151.27 light damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  Dazzlestun (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 light Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +9.0% Defense: +9 (+2 eff.) Effects on melee hit: * 11% chance to blind Changes resistances penetration: +10% acid Changes damage: +25% light / +3% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.26 Spellpower: +25 (+4 eff.) Spell crit. chance: +4% Light radius: +6 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. | 
| Shard of Wintertide (30-36 power, 5 apr, cold element)Shard of Wintertide (30-36 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 170% Mag, 40% Wil Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+3 eff.) Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. | 
|  elven-wood magestaff 'Flamemalice' (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 fire When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +12 (+1 eff.) Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +15% mind Maximum wards: +3 fire Changes damage: +25% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +11.00% Physical save: +12 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+4 eff.) Spellpower: +21 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. | 
|  Adylranne the dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 44% chance to disease * 36% chance to corrode armour by 30% Damage when hit (Melee): 24 blight Changes stats: +9 Mag / +8 Cun / +8 Con Changes resistances: +3% blight / +6% arcane / +6% acid Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Mana each turn: +0.39 Vim when firing critical spell: +14.00 Maximum vim: +88.00 Maximum neg.energy: +40.00 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  Lorigadil (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Changes stats: +1 Str / +1 Dex / +2 Mag Maximum wards: +2 temporal Changes resistances penetration: +20% arcane Changes damage: +30% temporal Talents granted: +4 Ward +1 Command Staff Maximum neg.energy: +45.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: -1 Infravision radius: +2 Casting speed: +18% Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. | 
|  Rod of Sarrilon (30-36 power, 4 apr, temporal element) Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+5 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. | 
|  This item will automatically be transmogrified when you leave the level. cruel dragonbone vilestaff of dawn (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +1 Cun Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum pos.energy: +38.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  dragonbone magestaff 'Betywyn' (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 blight When wielded/worn: Effects on melee hit: * 9% chance to disease Changes resistances: +6% blight / +5% arcane Changes damage: +30% arcane / +3% blight Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +14 Maximum vim: +23.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 143.36 to 172.04 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  dragonbone magestaff 'Velulrana' (42-50.4 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +15 (+1 eff.) Damage (Melee): 32 fire Changes stats: +2 Cun Changes damage: +42% arcane Talent granted: +1 Command Staff Critical mult.: +49.00% Physical save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Poison immunity: +20% Stun/Freeze immunity: +15% Spellpower: +39 (+5 eff.) Spell crit. chance: +8% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. | 
|  steel battleaxe 'Xerumira' (23-34.5 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +18 nature / +18 temporal When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +5% arcane Spell save: +9 (+2 eff.) Massive two-handed battleaxes. | 
|  Prismspiker the iron greatmaul (20-30 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +7 temporal / +7 nature When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +5% light Cut immunity: +5% Silence immunity: +5% Massive two-handed mauls. | 
|  arcing stralite greatmaul (54.5-81.75 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. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning Massive two-handed mauls. | 
|  Blazecast the voratun greatmaul (70-105 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +154 insidious poison Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +26 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 fire Changes resistances: +3% blight / +3% fire Changes resistances penetration: +20% acid / +26% fire Changes damage: +6% acid Global speed: +6% Massive two-handed mauls. | 
|  Blighted Maul (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 269.24 to 807.72 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 699.77 to 1399.54 physical damage (based on Strength) to each, costing 28 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. | 
|  Tarregalen (65.5-98.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 38% chance to cause random gloom * 23% chance to disease Damage (Melee): +24 blight / +35 cold / +31 mind When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +1 Mag / +7 Wil / +10 Cun Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Disease immunity: +32% Infravision radius: +2 Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. The Black Maul (70-105 power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+1 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." | 
|  Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. | 
|  iron greatsword (15-24 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. | 
|  iron greatsword of dampening (17-27.2 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +10% fire / +10% lightning / +10% cold Spell save: +9 (+2 eff.) Massive two-handed swords. | 
|  Healpassion the steel greatsword (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 41% * 40% chance to corrode armour by 30% Damage (Melee): +16 temporal / +13 nature Burst (radius 1) on hit: +20 light When wielded/worn: Damage when hit (Melee): 20 light / 12 acid Changes resistances penetration: +10% nature / +15% acid Changes damage: +6% light Massive two-handed swords. | 
|  Genocide (42-67.2 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. | 
|  This item will automatically be transmogrified when you leave the level. flaming stralite greatsword of massacre (68-108.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +19 fire Massive two-handed swords. | 
|  Champion's Will (67-107.2 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 164 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. | 
| Jade Fervor (50-80 power, 10 apr)Jade Fervor (50-80 power, 10 apr) Requires: - Strength 60 Infused by nature Infused by psionic forces 24.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 143% On weapon crit: * devour one beneficial effect or sustain and heal yourself for 75 damage Damage (Melee): +40 natural flames When wielded/worn: Heals friendly targets nearby when you use a nature summon: +75 Natural flames are both nature and fire damage, and inflict triple damage upon demons and the undead. A huge blade of carved jade has been fitted to a dragonbone hilt. It is very heavy, but somehow quick in your hands. | 
|  Malatar (60-96 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Armour: +6 Critical mult.: +15.00% Physical save: +53 (+15 eff.) Life regen: +0.60 Massive two-handed swords. | 
|  Zanagund the Glowhunt (78.5-125.6 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom Damage (Melee): +28 mind When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Damage when hit (Melee): 8 fire Changes stats: +9 Cun / +9 Wil Changes resistances: +12% light Changes damage: +9% light / +9% fire Critical mult.: +24.00% Massive two-handed swords. | 
|  Punae's Blade (46-64.4 power, 4 apr) Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. | 
|  Polessra the voratun longsword (56.5-79.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +20% Damage (Melee): +17 acid When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +13% nature / +10% blight Spell save: +15 (+3 eff.) Mana each turn: +0.12 Spell crit. chance: +4% Sharp, long, and deadly. | 
|  Spellblade (50-70 power, 0 apr) Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. | 
|  Wintertide (39-54.6 power, 10 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 110.11 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. | 
|  This item will automatically be transmogrified when you leave the level. insidious voratun longsword of massacre (53-74.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +60 insidious poison Sharp, long, and deadly. | 
|  Anidas the Fogstake (45-63 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +33 fire When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +11 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +30% darkness / +30% fire Changes damage: +3% darkness Disarm immunity: +50% Global speed: +12% Blunt and deadly. | 
|  voratun mace 'Veliwyn' (46.5-65.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 40 bleeding, 92% reduced healing Damage (Melee): +30 cold When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Damage when hit (Melee): 12 temporal Changes stats: +3 Wil Changes resistances: +6% mind Equilibrium when hit: +0.12 Mindpower: +8 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +50 Blunt and deadly. | 
|  Rootveil (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 5% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +19 blight / +4 nature When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +6% nature Changes resistances penetration: +5% acid One-handed war axes. This item has been sent to the Item's Vault. | 
|  Swordbreaker (25-32.5 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. | 
|  Life Drinker (42-54.6 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: 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 37.87 acid and 31.71 blight damage. If not cleared after five turns it will inflict 180.04 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. 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. | 
|  Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. | 
|  vined mindstar 'Crackleweeper' (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 6.0 - 6.6 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 light When wielded/worn: Changes stats: +3 Cun Critical mult.: +6.00% Life regen: +0.70 Hate when firing a critical mind attack: +1.00 Psi when firing a critical mind attack: +1.00 Maximum life: +16.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +6% 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. | 
|  Great Caller (10-11 power, 18 apr, nature damage) Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 75% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 9 power out of 16/16) : Effective talent level: 4.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 41 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. | 
|  thorny mindstar 'Dagifang' (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +4 blight When wielded/worn: Armour: +8 Changes stats: +3 Cun Changes resistances: +10% nature / +8% physical Changes resistances penetration: +5% temporal Talent mastery: +0.10 Technique / Conditioning Critical mult.: +9.00% Mindpower: +12 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. | 
|  Eye of the Lost (17-18.7 power, 27 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+8 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 14 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. | 
|  Thunderwither the living mindstar (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar dreams of an epiphany. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +10% blight / +22% mind / +12% lightning Changes resistances penetration: +15% lightning Changes damage: +28% lightning / +17% fire / +10% nature / +11% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Mental save: +8 (+2 eff.) Disease immunity: +25% Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Heartrend (28-42 power, 19 apr) Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 28.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Lifesteal (this weapon only): +0% Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Fatigue: +9% Talent granted: +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' | 
|  Merkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  Nithan's Force Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 9 power out of 16/16) : Effective talent level: 4.0 Power cost: 9 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... | 
|  Voidbile Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to disease Damage (Ranged): +22 lightning / +16 cold Burst (radius 1) on hit: +4 darkness When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +6 Str Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +19% lightning / +17% cold / +12% darkness / +6% blight Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 lightning When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes damage: +18% lightning Slings are used to hurl stones or metal shots at your foes. | 
|  Murderfang's Surekill Requires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker | 
|  The Long-Arm Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 12 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. | 
|  Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. | 
|  Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 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. | 
|  Elilrariavea the Shadebloom (20/20, 52-72.8 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 Turns elapse between self-loadings: 6 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 48% chance to cause random gloom * 30% chance to disease On weapon crit: * cripple the target Damage (Ranged): +28 darkness / +18 blight / +32 mind Burst (radius 1) on hit: +12 light / +16 darkness Arrows are used with bows to pierce your foes to death. | 
|  Silimina the Cobragrinder (19/19, 59.5-83.3 power, 33 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 59.5 - 83.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +21.0% Capacity: 19 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 38 bleeding, 90% reduced healing Travel speed: +200% Damage (Ranged): +20 temporal / +20 physical / +4 nature / +24 bleed Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +4 mind / +12 nature Arrows are used with bows to pierce your foes to death. | 
|  Scattermind (20/20, 17-20.4 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 40% Wil, 60% Dex, 50% Mag, 60% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. | 
|  Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. | 
|  Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  Black Mesh (8 def, 2 armour, 120 block) Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. | 
|  Adiriatira (12 def, 7 armour, 196 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 16 ice Talent granted: +5 Block Mana each turn: +0.08 Only die when reaching: -20.00 life Maximum life: +100.00 Maximum stamina: +20.00 Handheld deflection devices. | 
|  The Black Wall (12 def, 9 armour, 200 block) Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." | 
|  Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 66.72 to 83.40 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
|  Lightningwinnow (7 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +2 Con Changes resistances penetration: +12% darkness / +15% physical Changes damage: +9% lightning / +10% physical / +12% nature / +15% darkness Physical save: +20 (+7 eff.) Poison immunity: +28% Disease immunity: +28% Maximum hate: +11.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+4 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. | 
|  Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. | 
|  Medical Urgency Vest (6 def, 7 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+5 eff.) This light leather armour features a special medical injector. | 
|  Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. | 
|  Xerayanor the Radianceidol (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 light Changes stats: +3 Dex / +1 Wil Changes resistances: +18% fire / +10% light / +12% darkness Spell save: +36 (+9 eff.) Mana when firing critical spell: +3.00 Movement speed: +20% A suit of armour made of leather. | 
|  Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+1 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. | 
|  Chavor the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +22% fire Mental save: +3 (+1 eff.) Life regen: +27.60 Maximum life: +122.00 Maximum psi: +30.00 Mindpower: +12 (+1 eff.) Healing mod.: +46% A suit of armour made of leather. | 
|  Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 34, based on Cunning and Magic) for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
|  Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 325.95 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
|  cleansing iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +11% blight / +15% cold / +10% nature A suit of armour made of mail. | 
|  iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. | 
|  Chromatic Harness (10 def, 14 armour) Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. | 
|  Flashsteel (5 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 temporal / 22 light / 8 darkness Changes stats: +5 Wil Changes resistances: +27% blight / +27% darkness Changes damage: +3% darkness / +3% temporal Physical save: +9 (+3 eff.) Life regen: +3.50 Maximum life: +71.00 Light radius: +1 Healing mod.: +23% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. | 
|  Mail of the Kar'Krul (10 def, 14 armour) Requires: - Magic 20 - Strength 40 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +10 Mag Changes resistances: +30% light / +30% cold / +30% darkness / +30% arcane Spell save: +20 (+5 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Shatter (costing 28 power out of 50/50) : Effective talent level: 5.0 Power cost: 28 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 600.99 cold damage. Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50% critical chance against Normal rank * +25% critical chance against Elites or Bosses All affected foes will get the wet effect. At most, it will affect 7 foes. The damage will increase with your Spellpower. While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection. | 
|  voratun mail armour 'Gulraretira' (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 light / 4 acid Changes stats: +11 Wil Changes resistances: +56% blight / +10% physical / +55% darkness / +12% acid Changes damage: +21% acid Physical save: +22 (+7 eff.) Light radius: +2 A suit of armour made of mail. | 
|  Zerilathaldir the iron plate armour (9 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +20% Changes stats: +3 Str / +1 Con Changes resistances: +15% cold Maximum life: +10.00 A suit of armour made of metal plates. | 
|  Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. | 
|  Ashwitch (7 def, 22 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+1 eff.) Fatigue: +26% Changes stats: +6 Str Changes resistances: +9% acid / +10% physical / +15% darkness / +33% cold / +6% fire Changes damage: +9% fire Allows you to breathe in: water Maximum life: +20.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. | 
|  prismatic stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +15% light / +13% darkness A suit of armour made of metal plates. | 
|  Ivowe the voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 mind Changes resistances: +30% lightning / +5% arcane Critical mult.: +25.00% Mental save: +48 (+15 eff.) Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. | 
|  voratun plate armour 'Nirach' (9 def, 47 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +47 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +7 Str / +6 Con Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Maximum life: +100.00 Mental crit. chance: +2% A suit of armour made of metal plates. | 
|  Kodragar the rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +3 Cun Changes resistances: +5% acid / +6% blight Grants telepathy: Demon/Minor Demon/Major A belt that goes around your waist. | 
|  rough leather belt 'Blazebreacher' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+0 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Physical save: +7 (+3 eff.) Maximum life: +20.00 Mindpower: +4 (+0 eff.) A belt that goes around your waist. | 
|  Morningenvy (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes resistances penetration: +15% light Changes damage: +6% mind Maximum life: +30.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Shademonster (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes resistances: +3% darkness / +12% acid Changes damage: +6% acid Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Porata' (11 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Defense: +11 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Dex / +2 Cun / +3 Con Physical save: +26 (+8 eff.) Maximum life: +88.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Cloak of Daggers (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Physical save: +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 215 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. | 
|  Brodenariregohad the Naturecutter (3 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes stats: +5 Str Changes resistances: +6% acid Critical mult.: +6.00% Physical save: +30 (+9 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 275.40 cold damage and condensing the air into freezing vapors that deal 91.80 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. | 
|  Threads of Fate (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. | 
|  This item will automatically be transmogrified when you leave the level. enveloping elven-silk cloak of Iron Throne (16 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Changes stats: +2 Str / +3 Con Physical save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Silysevena (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +8 Dex / +1 Mag / +7 Wil / +4 Con / +13 Lck Changes resistances penetration: +7% physical Stealth bonus: +13 Spell save: +10 (+2 eff.) Stamina each turn: +0.60 Equilibrium when hit: +0.08 Psi when hit: +0.20 Maximum life: +56.00 Spell crit. chance: +1% Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  insulating pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances: +7% fire / +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Gravity Boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. | 
|  Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  Lorigasin the Swampnail (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 acid Changes resistances: +6% acid / +6% cold Changes resistances penetration: +15% nature Changes damage: +3% acid Physical save: +12 (+4 eff.) Silence immunity: +10% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  cinder rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +4% fire When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Toryldil (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Physical crit. chance: +7.0% Armour: +3 Effects when hit in melee: * 28% chance to reduce effective powers by 20% * 32 arcane resource burn Changes stats: +7 Dex / +3 Wil / +9 Cun Changes resistances: +15% fire Changes resistances penetration: +15% mind Critical mult.: +11.00% Spell save: +18 (+4 eff.) Maximum hate: +4.00 Maximum psi: +30.00 Spell crit. chance: +19% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +13 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 27% chance to reduce effective powers by 20% * 24 arcane resource burn It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.3 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. psychic's drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +3 Damage (Melee): 11 mind Changes stats: +5 Dex Changes resistances: +8% mind Changes damage: +7% mind When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 5). Burst (radius 2) on crit: +11 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Frostfire Gauntlets (0 def, 3 armour) Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Freeze (5% chance level 2). When this weapon hits: Flame (5% chance level 2). Damage conversion: 50% cold It can be used to activate talent Cold Flames (costing 12 power out of 30/30) : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 105.84 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. | 
|  Spellhunt Remnants (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. | 
|  Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 60% Str, 40% Wil, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. | 
|  dwarven-steel gauntlets 'Sunspawner' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 16 mind / 22 darkness Changes resistances penetration: +10% mind Mental save: -13 (-5 eff.) Mindpower: +8 (+1 eff.) When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). On weapon hit: * 20% chance to cause random gloom Burst (radius 2) on crit: +8 fire It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. | 
|  Will of Ul'Gruth (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. | 
|  This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather hat of strength (+4) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str Physical save: +20 (+7 eff.) A hat made of leather. Very stylish. | 
|  Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! | 
|  Crown of the Elements (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. | 
|  Galewreath (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +4 Dex / +5 Cun / +12 Con Changes resistances: +12% lightning / +8% temporal / -24% light / +6% fire Changes resistances penetration: +20% darkness Changes damage: +9% lightning Life regen: +5.50 A cap made of leather. | 
|  Lisowe (0 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +11 Fatigue: +5% Changes stats: +5 Str / +14 Con Changes resistances: +6% acid / +27% cold / +9% nature Allows you to breathe in: water Physical save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Poison immunity: +5% Confusion immunity: +15% Only die when reaching: -20.00 life It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. | 
|  Silanor (0 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +7 Str / +7 Wil / +3 Con Changes resistances: +14% physical / +16% darkness / +12% cold / +18% light / +13% fire Physical save: +19 (+7 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +15% A cap made of leather. | 
|  Malyblek the iron helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Damage when hit (Melee): 16 mind Changes resistances: +3% blight / +3% light / +3% lightning Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Decayed Visage (0 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +7 Wil / +4 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% arcane Changes damage: +8% blight / +3% temporal / +9% arcane / +6% darkness Maximum vim: +25.00 Spell crit. chance: +2% Mindpower: +5 (+0 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Vimsense (costing 14 power out of 45/45) : Effective talent level: 2.0 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 48%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. | 
|  Corrupted Gaze (4 def, 8 armour) Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 14 power out of 32/32) : Effective talent level: 3.0 Power cost: 14 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 57%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. | 
|  The Black Crown (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." | 
|  Skyire the voratun helm (6 def, 14 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 16 mind / 8 lightning Changes stats: +4 Cun / +4 Dex Changes resistances: +6% lightning / +7% temporal / +5% all Changes damage: +12% mind / +12% lightning Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| granite wardstone 'Salithra'granite wardstone 'Salithra' Requires: - Magic 15 Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +1 Wil Changes resistances: +3% light / +17% fire Reduce damage by fixed amount: +2 all Maximum wards: +2 fire Changes damage: +11% fire Talent granted: +1 Ward Mental save: +11 (+3 eff.) Psi each turn: +0.30 Maximum psi: +14.00 Slows Projectiles: +15% Handheld warding devices | 
|  12 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  13 ametrine 0.00 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. | 
|  13 citrine 0.00 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. | 
|  5 zircon 0.00 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. | 
|  16 aquamarine 0.00 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. | 
|  6 opal 0.00 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. | 
|  9 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. | 
|  5 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  5 onyx 0.00 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. | 
|  5 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 emerald 0.00 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. | 
|  5 garnet 0.00 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. | 
|  4 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  2 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  10 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  1074 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Noonwither the brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 16 light / 13 fire Changes resistances: +12% blight / +6% fire Changes resistances penetration: +25% blight Changes damage: +6% light / +12% blight Light radius: +5 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. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. | 
|  brass lantern 'Branohek' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +1 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 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. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 23 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  alchemist's lamp 'Kilnblight' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +9% fire Mental save: +11 (+3 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +45% Teleport immunity: +20% Only die when reaching: -60.00 life Light radius: +3 See stealth: +13 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 56 power out of 100/100. The very essence of bearness! | 
|  Xaniwe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +1 Str / +2 Wil / +3 Cun Changes resistances: +11% nature Changes damage: +6% nature / +6% acid Grants telepathy: Dragon Mindpower: +2 (+0 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Pusqueen' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 20 nature Changes stats: +2 Cun / +1 Str Changes resistances: +9% light Changes resistances penetration: +15% nature Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Fulazor the dwarven-steel pickaxe (dig speed 19 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Physical power: +5 (+0 eff.) Changes stats: +6 Str / +4 Dex Changes resistances: +13% nature / +6% mind Changes damage: +6% nature / +9% mind Critical mult.: +3.00% Physical save: +20 (+7 eff.) Movement speed: +10% Healing mod.: +25% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 6.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  Qog's Essentials Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 17 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. | 
|  Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (3/3) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (5/5) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 475.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. | 
|  Crackleobsidian [power 30]  (12 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +15% lightning Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. | 
|  The Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 20 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
|  Squalorquell [power 285]  (4 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 4 nature Changes resistances penetration: +20% blight Changes damage: +6% nature / +12% blight Talent granted: +4 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 351 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Talent mastery: +0.20 Spell / Void Spellpower: +10 (+2 eff.) It can be used to release a burst of void energy, costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. | 
Achievements
 A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Checks the Thalore Berserker level 50
58th Haze 122nd year of Ascendancy at 07:22 see stats
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Checks the Thalore Berserker level 38
37th Dusk 122nd year of Ascendancy at 18:36 see stats
 Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Checks the Thalore Berserker level 50
56th Haze 122nd year of Ascendancy at 18:51 see stats
 Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Checks the Thalore Berserker level 35
28th Dusk 122nd year of Ascendancy at 09:01 see stats
 Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.By Checks the Thalore Berserker level 50
62nd Regrowth 123rd year of Ascendancy at 14:13 see stats
 Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Checks the Thalore Berserker level 50
61st Regrowth 123rd year of Ascendancy at 18:04 see stats
 Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Checks the Thalore Berserker level 46
65th Dusk 122nd year of Ascendancy at 11:49 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Checks the Thalore Berserker level 50
66th Haze 122nd year of Ascendancy at 03:47 see stats
 Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Checks the Thalore Berserker level 50
53rd Regrowth 123rd year of Ascendancy at 00:33 see stats
 Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Checks the Thalore Berserker level 38
37th Dusk 122nd year of Ascendancy at 18:02 see stats
 Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Checks the Thalore Berserker level 41
54th Dusk 122nd year of Ascendancy at 07:04 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Checks the Thalore Berserker level 39
53rd Dusk 122nd year of Ascendancy at 16:43 see stats
 Fast Curse Dispel (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed while saving all the lumberjacks.
			Fast Curse Dispel (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Checks the Thalore Berserker level 50
66th Haze 122nd year of Ascendancy at 03:47 see stats
 Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Checks the Thalore Berserker level 50
60th Haze 122nd year of Ascendancy at 18:37 see stats
 Guiding Hand (Insane (Roguelike) difficulty)
			Saved all escorted adventurers.
			Guiding Hand (Insane (Roguelike) difficulty)
			Saved all escorted adventurers.By Checks the Thalore Berserker level 50
52nd Regrowth 123rd year of Ascendancy at 10:48 see stats
 Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Checks the Thalore Berserker level 38
37th Dusk 122nd year of Ascendancy at 18:25 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Checks the Thalore Berserker level 10
74th Pyre 122nd year of Ascendancy at 15:23 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Checks the Thalore Berserker level 20
74th Pyre 122nd year of Ascendancy at 19:38 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Checks the Thalore Berserker level 30
75th Pyre 122nd year of Ascendancy at 01:37 see stats
 Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Checks the Thalore Berserker level 40
53rd Dusk 122nd year of Ascendancy at 18:47 see stats
 Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Checks the Thalore Berserker level 50
75th Dusk 122nd year of Ascendancy at 20:10 see stats
 Oozemancer (Insane (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.
			Oozemancer (Insane (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.By Checks the Thalore Berserker level 34
10th Mirth 122nd year of Ascendancy at 11:08 see stats
 Overpowered! (Insane (Roguelike) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Insane (Roguelike) difficulty)
			Did over 6000 damage in one attack.By Checks the Thalore Berserker level 38
37th Dusk 122nd year of Ascendancy at 18:04 see stats
 Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Checks the Thalore Berserker level 39
52nd Dusk 122nd year of Ascendancy at 10:14 see stats
 Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Checks the Thalore Berserker level 50
15th Pyre 123rd year of Ascendancy at 19:55 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Checks the Thalore Berserker level 32
10th Mirth 122nd year of Ascendancy at 02:23 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Checks the Thalore Berserker level 30
75th Pyre 122nd year of Ascendancy at 05:46 see stats
 Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Checks the Thalore Berserker level 50
53rd Regrowth 123rd year of Ascendancy at 01:33 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Checks the Thalore Berserker level 38
37th Dusk 122nd year of Ascendancy at 18:36 see stats
 The Restless Dead (Insane (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Insane (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By Checks the Thalore Berserker level 50
1st Regrowth 123rd year of Ascendancy at 23:10 see stats
 The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Checks the Thalore Berserker level 35
28th Dusk 122nd year of Ascendancy at 09:00 see stats
 The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By Checks the Thalore Berserker level 50
15th Pyre 123rd year of Ascendancy at 13:38 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Checks the Thalore Berserker level 24
74th Pyre 122nd year of Ascendancy at 23:37 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Checks the Thalore Berserker level 12
74th Pyre 122nd year of Ascendancy at 17:24 see stats
 Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Checks the Thalore Berserker level 50
56th Haze 122nd year of Ascendancy at 16:00 see stats
Log
Doomed Shade of Checks's mind surges with critical power!
Doomed Shade of Checks is invigorated by the attack!
Doomed Shade of Checks's mind surges with critical power!
Doomed Shade of Checks is invigorated by the attack!
Doomed Shade of Checks's mind surges with critical power!
Doomed Shade of Checks is invigorated by the attack!
Doomed Shade of Checks's mind surges with critical power!
Doomed Shade of Checks is invigorated by the attack!
Doomed Shade of Checks's mind surges with critical power!
Doomed Shade of Checks is invigorated by the attack!
Doomed Shade of Checks's mind surges with critical power!
Doomed Shade of Checks is invigorated by the attack!
Checks hits Doomed Shade of Checks for (2 antimagic), 0 lightning, (4 antimagic), 0 fire, (9 antimagic), 0 acid, 5 physical, (10 antimagic), 0 darkness, (5 antimagic), 0 blight, (6 antimagic), 0 arcane, 14 mind, (7 antimagic), 0 lightning, (4 antimagic), 0 fire, (9 antimagic), 0 acid, 5 physical, (10 antimagic), 0 darkness, (5 antimagic), 0 blight, (6 antimagic), 0 arcane, 14 mind (38 total damage).
Doomed Shade of Checks hits Checks for 688 mind, 1525 physical (2212 total damage).
Mana Clash hits Checks for 0 arcane damage.
Checks the level 50 thalore berserker was cleaved to death by Doomed Shade of Checks but nobody knew why her suddenly became evil on level 3 of Shadow Crypt.
Mana Clash killed Checks!
Saving done.
Checks deactivates Shattering Impact.
Checks deactivates Antimagic Shield.
Checks deactivates Berserker Rage.
Checks's rage subsides!
Checks deactivates Onslaught.
Checks deactivates Elemental Harmony.
Checks no longer revels in blood quite so much.
Checks deactivates Precise Strikes.
Checks is less impervious to physical effects.
Checks is no longer attuned.
Checks is not silenced anymore.
Checks deactivates Lacerating Strikes.
































































































