












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Halfling | 
| Class | Skirmisher | 
| Level / Exp | 50 / 1900% | 
| Size | small | 
| Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 50 on the 1st Flare 123rd year of Ascendancy at 19:36/ 2 Killed by vampire lord at level 50 on the 16th Haze 123rd year of Ascendancy at 16:29 | 
Primary Stats
| Strength | 92 (base 60) | 
| Dexterity | 81 (base 61) | 
| Constitution | 57 (base 37) | 
| Magic | 31 (base 13) | 
| Willpower | 59 (base 26) | 
| Cunning | 107 (base 61) | 
Resources
| Life | -278/1376 | 
| Stamina | 78/418 | 
| Equilibrium | 20 | 
| Healing Factor | 1.595111817684 | 
| Regeneration | 82.711813177656 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | +37% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 19.103224129837 | 
| Infravision | 8.1032241298366 | 
| See Stealth | 93.798473426641 | 
| See Invisible | 88.798473426641 | 
Offense: Mainhand
| Damage | 209 | 
| Accuracy | 84 | 
| Crit Chance | 55% | 
| APR | 8 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 25 | 
| Crit Chance | 36% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 50 | 
| Crit Chance | 32% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +27% | 
| Acid | +10% | 
| Light | +15% | 
| Nature | +9% | 
| Cold | +6% | 
| Physical | +17% | 
| Fire | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +15% | 
| Physical | +54% | 
| Cold | +22% | 
| All | 0% | 
| Darkness | +29% | 
| Light | +10% | 
| Temporal | +19% | 
| Lightning | +21% | 
| Fire | +10% | 
| Mind | +36% | 
Defense: Base
| Armour (hardiness) | 94.333955552641 (100%) | 
| Defense | 85 | 
| Ranged Defense | 89 | 
| Fatigue | 8.3714911916134 | 
| Physical Save | 46 | 
| Spell Save | 29 | 
| Mental Save | 45 | 
Defense: Resistances
| Acid | + 68%( 86%) | 
| Blight | + 31%( 76%) | 
| Arcane | + 22%( 76%) | 
| Cold | + 57%( 76%) | 
| All | + 18%( 76%) | 
| Physical | + 44%( 81%) | 
| Lightning | + 28%( 76%) | 
| Light | + 48%( 76%) | 
| Temporal | + 51%( 76%) | 
| Mind | + 28%( 76%) | 
| Darkness | + 71%( 76%) | 
| Fire | + 51%( 76%) | 
| Nature | + 55%( 76%) | 
Defense: Immunities
| Stun Resistance | 99% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 701% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 2.5Infusion: 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 mental and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 2.5Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 2.5Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
Class Talents
| Cunning / Poisons | 2.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Tireless Combatant | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Technique / Skirmisher - Slings | 1.50 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Cunning / Called Shots | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Mobility | 1.70 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| You have found a clue on the strange soldier about more like him all over.A Great Disturbance One of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done | 
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest.Aporia Fold Lys You only have 0 minutes and 0 seconds to find it! | active | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul.Escort: injured seer (level 1 of Ruins of Kor'Pul) As a reward you improved talent Nature's Touch (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved Magic by +5. | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: injured seer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Earth's Eyes (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara.Escort: lone alchemist (level 1 of Daikara) As a reward you improved Dexterity by +5. | done | 
| You failed to protect the lost sun paladin from death by grave wight.Escort: lost sun paladin (level 6 of Dreadfell) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved Strength by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell.Escort: repented thief (level 1 of Dreadfell) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Daikara.Escort: repented thief (level 2 of Daikara) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | active | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2227. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Sewervile (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +21 (+5 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 nature Changes stats: +2 Con Changes resistances: +26% darkness / +28% temporal Changes resistances penetration: +14% physical / +19% darkness / +19% temporal Changes damage: +3% nature / +12% physical Stamina each turn: +1.10 Maximum stamina: +38.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  Beteleda the pouch of voratun shots (6/21, 60-73 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 60.5 - 72.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +6 Crit. chance: +15.0% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 31 * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +14 fire / +4 mind / +16 temporal Shots are used with slings to pummel your foes to death. | 
| Light source |  Glorawyn the Furnacecutter Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Damage when hit (Melee): 6 fire Changes resistances: +9% nature / +15% cold Changes resistances penetration: +26% mind Changes damage: +12% mind Only die when reaching: -80.00 life Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  drakeskin leather cap 'Beafang' (0 def, 5 armour) =WEAR= Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +15% acid / +12% lightning / +12% darkness / +11% cold / +9% blight / +8% fire / +9% nature / +16% light Spell save: +6 (+3 eff.) Mana each turn: +0.08 Maximum life: +79.00 Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. | 
| On hands |  Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =WEAR= Requires: - 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: 60% Str, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) 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. | 
| Tool | The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. | 
| On fingers |  voratun ring 'Hazegore' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Changes stats: +9 Str / +2 Wil / +1 Cun / +9 Con Changes damage: +6% cold Blindness immunity: +45% Stun/Freeze immunity: +39% Life regen: +9.00 Maximum stamina: +10.00 Light radius: +3 Infravision radius: +8 See stealth: +23 See invisible: +18 Rings make your fingers look great! | 
| On fingers |  voratun bloodstone ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 31 Damage (Melee): 18 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 31 Damage (Ranged): 35 physical Changes stats: +6 Cun Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
| Around neck |  voratun amulet 'Forestswift' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Changes stats: +5 Con Changes resistances: +3% acid / +9% cold / +18% nature / +5% arcane Changes resistances cap: +6% all Changes damage: +6% nature Talent mastery: +0.40 Technique / Mobility Physical save: +22 (+7 eff.) Amulets make your neck look great! | 
| In main hand |  WoopieSlinger Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (radius 2) on crit: +44 lightning / +45 cold When wielded/worn: Physical power: +15 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +14 Cun / +6 Str Changes resistances: +9% nature / +6% blight Changes resistances penetration: +21% lightning / +22% cold / +10% physical Physical save: +3 (+1 eff.) Cut immunity: +20% Life regen: +4.00 Movement speed: +37% Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. | 
| Around waist |  hardened leather belt 'Galumas' =WEAR= Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +14 Changes stats: +5 Str / +7 Mag / +8 Wil / +3 Con Only die when reaching: -60.00 life Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. | 
| In off hand |  Summertide (17 def, 15 armour, 52-62 power, 260 block) Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 69.31 to 86.63 light damage (based on Willpower and Cunning) Activation costs 6 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. | 
| Cloak |  thick linen cloak of the voidstalker (1 def, 7 armour) =WEAR= Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Changes resistances: +12% temporal / +11% darkness / +12% cold Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Deepstyphoon (12 def, 17 armour) =WEAR= Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +17 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 8 fire Changes stats: +4 Str Changes resistances: +23% acid / +22% fire / +21% physical Changes resistances penetration: +10% darkness / +15% physical Critical mult.: +10.00% Life regen: +9.80 Maximum life: +30.00 Healing mod.: +13% A suit of armour made of leather. | 
Inventory
|  heroism infusion of the psychic (die at -467; dur 7; cd 27) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -467 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 934 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  This item will automatically be transmogrified when you leave the level. movement infusion (speed 803%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 803% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  shatter afflictions rune of the duelist (absorb 161; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  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! | 
|  Ancient Tome titled 'Gems and their uses' 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! | 
|  Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Glorin Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag / +2 Wil Changes damage: +9% arcane Talent mastery: +0.22 Technique / Skirmisher - Slings Reduces incoming crit damage: 15.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 See invisible: +6 Amulets make your neck look great! | 
|  Mayuma Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +9% acid / +10% fire / +12% cold Critical mult.: +5.00% Life regen: +4.00 Maximum psi: +30.00 Healing mod.: +20% Amulets make your neck look great! | 
|  Pendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 15 power out of 60/60) : Effective talent level: 4.5 Power cost: 15 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. | 
|  Xanevena the Abyssworth Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +2 Mag / +11 Wil / +2 Con Changes resistances: +11% physical Changes resistances penetration: +10% acid / +10% fire Changes damage: +6% acid / +18% fire Mental save: +30 (+10 eff.) Confusion immunity: +47% Life regen: +4.00 Stamina each turn: +1.00 Mindpower: +28 (+10 eff.) Light radius: +4 Amulets make your neck look great! | 
|  gold amulet 'Sleetviper' =9Mag= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +9 Mag / +2 Cun / +6 Con Changes damage: +21% cold Light radius: +3 Infravision radius: +3 Amulets make your neck look great! | 
|  insulating copper amulet of mastery (0.13 Cunning / Poisons) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Talent mastery: +0.13 Cunning / Poisons Amulets make your neck look great! | 
|  protective voratun amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes resistances cap: +5% all Physical save: +19 (+6 eff.) Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +38% Infravision radius: +10 Sight radius: +2 See invisible: +8 Amulets make your neck look great! | 
|  wanderer's gold amulet of manastreaming =WEAR= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +2 Mag / +3 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.30 Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Movement speed: +10% Amulets make your neck look great! | 
|  wanderer's voratun amulet of willpower (+8) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +7 Wil / +6 Cun / +7 Con Life regen: +3.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! | 
|  Chedunalach the stralite ring =WEAR= Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +22 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +7 Str / +7 Dex / +8 Cun / +8 Con Changes resistances: +6% acid / +9% fire / +12% cold Changes damage: +7% all Spellpower: +10 (+5 eff.) Mindpower: +13 (+5 eff.) Rings make your fingers look great! | 
|  Flashking Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +9% acid / +30% fire Changes damage: +9% acid Spellpower: +9 (+5 eff.) Mindpower: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
|  Vargh Redemption =6Con= Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.71 cold and 18.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 30 power out of 60/60. This azure ring seems to be always moist to the touch. | 
|  copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! | 
|  copper ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 6.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 181% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  gold ring 'Belubeth' =8Mag= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Dex / +8 Mag / +5 Wil Changes resistances: +12% blight / +15% physical / +18% fire Changes damage: +15% physical Light radius: +3 Rings make your fingers look great! | 
|  gold ring 'Leladin' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 13% chance to reduce all saves and defense by 31 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 31 Damage (Ranged): 11 physical Changes stats: +3 Cun Changes resistances: +5% arcane / +6% mind / +6% darkness Changes damage: +6% all Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +29% Hate when firing a critical mind attack: +1.00 Maximum life: +28.00 Maximum hate: +6.00 Spellpower: +8 (+4 eff.) Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
|  pixie's voratun ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +3 Mag Disarm immunity: +32% Pinning immunity: +46% Knockback immunity: +50% Maximum life: +42.00 Spellpower: +11 (+6 eff.) Rings make your fingers look great! | 
|  rogue's copper ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Life regen: +6.00 Maximum life: +48.00 Healing mod.: +10% Rings make your fingers look great! | 
|  sneakthief's gold ring of misery =WEAR= Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 12 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 31 Damage (Ranged): 5 physical Changes stats: +9 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
|  sneakthief's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +6 Cun / +7 Dex Stun/Freeze immunity: +23% Life regen: +3.00 Rings make your fingers look great! | 
|  steel ring 'Chamelathagrim' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Defense: +30 (+6 eff.) Changes stats: +5 Dex / +10 Con Stun/Freeze immunity: +28% Life regen: +3.00 Rings make your fingers look great! | 
|  voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +12.00 Maximum life: +98.00 Healing mod.: +11% Rings make your fingers look great! | 
|  voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +6.00 Maximum life: +76.00 Healing mod.: +13% Rings make your fingers look great! | 
|  wizard's gold ring of lightning (+22%) =4Mag= Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Spell save: +8 (+4 eff.) Rings make your fingers look great! | 
|  wizard's gold ring of pilfering =4Mag= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +4 Mag Spell save: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 6.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 181% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Spelldrinker (27-35 power, 8 apr) =6mag= Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. | 
|  This item will automatically be transmogrified when you leave the level. hateful voratun greatsword of enduring (59-94 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +27% Living When wielded/worn: Changes stats: +20 Con / +21 Wil Maximum life: +139.00 Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. elemental voratun mace (44-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 41 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +30% cold Changes damage: +30% cold Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. mitotic living mindstar (15-16 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 58% * 20% chance to reduce armor by 24% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. | 
|  Eldoral Last Resort Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. | 
|  This item will automatically be transmogrified when you leave the level. drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 100 power out of 142/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Telos's Staff (Top Half) (35-42 power, 0 apr, cold element) Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+15 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. | 
|  This item will automatically be transmogrified when you leave the level. ethereal dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+5 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.59 Spellpower: +39 (+18 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +20% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. infernal dragonbone starstaff of wizardry (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Changes stats: +6 Mag / +6 Wil Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +40.00% Maximum mana: +110.00 Spellpower: +36 (+17 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. | 
|  enhanced dwarven-steel waraxe of projection (20-28 power, 4 apr) =5Mag= Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +4 Str / +5 Dex / +5 Mag / +4 Wil / +5 Cun / +6 Con One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of shearing (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 15 Damage (Melee): +20 blight When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +15% all Disease immunity: +29% One-handed war axes. | 
|  Polira the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +24% fire Silence immunity: +20% Confusion immunity: +20% Life regen: +6.00 Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. | 
|  Porimina the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +6 Changes stats: +4 Dex Changes resistances: +3% temporal Changes resistances penetration: +5% arcane Spell save: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 A belt that goes around your waist. | 
|  hardened leather belt 'Aroritira' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +7 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +3% blight / +3% fire / +3% nature Physical save: +15 (+5 eff.) Maximum life: +44.00 Mental crit. chance: +7% Healing mod.: +20% A belt that goes around your waist. | 
|  rough leather belt of unlife =UNDEATH= Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  enveloping cashmere cloak of the voidstalker (12 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes resistances: +15% darkness / +12% temporal Physical save: +8 (+2 eff.) Defense after a teleport: +11 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's cashmere cloak of sorcery (2 def, 0 armour) =3Mag= Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +4 Wil / +3 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 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: +15% all 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 (+7 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. | 
|  Firewalker (15 def, 2 armour) =10Mag= Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+12 eff.) It can be used to activate talent Temporal Reprieve (costing 25 power out of 50/50) : Effective talent level: 2.5 Power cost: 25 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. | 
|  Worm Nest (0 def, 0 armour) =15 Mag= Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+8 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 8 power out of 20/20) : Effective talent level: 4.5 Power cost: 8 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. | 
|  This item will automatically be transmogrified when you leave the level. elven-silk robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of corrosion (+43%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +43% acid / +15% all Changes damage: +29% acid Mental save: +26 (+9 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. sunsealed elven-silk robe of alchemy (8 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +10 Mag Changes resistances: +20% acid / +20% physical / +13% light / +15% darkness / +18% cold / +20% fire / +15% all Changes damage: +22% acid / +20% physical / +30% light / +25% cold / +23% fire Talent cooldown: Refit Golem (-3 turns) Maximum life: +61.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Infernoglean (0 def, 1 armour) =WEAR= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Changes damage: +9% temporal / +12% fire Light radius: +1 Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
|  dreamer's pair of drakeskin leather boots of invasion (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% physical Physical save: +9 (+3 eff.) Spell save: +14 (+7 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. pair of voratun boots of strife (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +8% physical Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 3.5 Power cost: 13 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. restorative pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +11.00 Stamina each turn: +1.20 Maximum stamina: +40.00 Healing mod.: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Zubuda (30 def, 3 armour) =6Con= Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Defense: +30 (+6 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +8 Str / +3 Dex / +6 Con Physical save: +30 (+10 eff.) Spell save: +9 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  radiant voratun gauntlets of magic (+4) (0 def, 3 armour) =4Mag= Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 8 light Changes stats: +4 Mag Changes resistances: +9% light Changes damage: +6% light / +7% arcane When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 5). Damage (Melee): +12 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 30 power out of 60/60) : Effective talent level: 2.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 8 power out of 15/15) : Effective talent level: 2.5 Power cost: 8 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. | 
|  This item will automatically be transmogrified when you leave the level. bladed drakeskin leather cap of the bounder (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: +21 Str / +9 Dex It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 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 538.0 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. | 
|  This item will automatically be transmogrified when you leave the level. drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex A cap made of leather. | 
|  iron helm 'Emeloriama' (0 def, 3 armour) =4Con= Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 15 Damage when hit (Melee): 2 physical Changes stats: +2 Str / +4 Con Changes resistances: +3% blight Changes resistances penetration: +10% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. mindwoven elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% lightning / +8% temporal / +6% light / +8% fire / +8% nature / +8% acid / +8% blight / +8% cold / +7% darkness Psi each turn: +0.39 Mindpower: +6 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. voratun plate armour of implacability (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +12% Physical save: +15 (+5 eff.) A suit of armour made of metal plates. | 
|  Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block) Requires: - Shield usage training - Cunning 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. | 
|  Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+10 eff.) Spellpower: +12 (+6 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. | 
|  The Black Wall (12 def, 9 armour, 52-62 power, 200 block) Requires: - Shield usage training - Cunning 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 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." | 
|  This item will automatically be transmogrified when you leave the level. acidic voratun shield of crushing (0 def, 10 armour, 80-96 power, 191 block) Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.0 - 96.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +191 On weapon hit: * 30% chance to reduce armor by 24% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +17.0% Physical power: +15 (+4 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 21 acid Talent granted: +1 Block Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. shocking voratun shield of lightning resistance (+29%) (0 def, 10 armour, 60-72 power, 205.5 block) Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 60.0 - 72.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +206 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 26 lightning Damage when hit (Melee): 11 lightning Changes resistances: +29% lightning Talent granted: +1 Block Handheld deflection devices. | 
|  swashbuckler's voratun shield of winter (0 def, 10 armour, 63-76 power, 200 block) Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 Damage (Melee): +20 cold When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +10 Fatigue: +8% On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +12 Str / +7 Dex / +2 Wil Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. | 
|  657 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. | 
|  6 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. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  8 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. | 
|  4 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. | 
|  10 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Camagen the Shiverobeisance (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +35 (+7 eff.) Changes stats: +5 Str Changes resistances: +12% cold / +6% physical Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Pick of Dwarven Emperors (dig speed 12 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 15 power out of 30/30) : Effective talent level: 5.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 38.89 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Xanara (dig speed 24 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Mag / +7 Wil / +3 Con Psi when hit: +0.04 Maximum mana: +23.00 Spell crit. chance: +5% Mental crit. chance: +2% Light radius: +1 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Forbidden Tome: "A View From The Gallery" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. | 
|  Forbidden Tome: "Home, Horrific Home" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. | 
|  Forbidden Tome: "The Day It Came" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  Forbidden Tome: "The Illusory Castle" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  3 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. | 
|  4 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: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 165.00 darkness damage (based on Mindpower and charge) Activation costs 5 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 20 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Xanarin the Frigidravager =WEAR= Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Con / +5 Wil Changes resistances: +21% cold Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  brass lantern 'Aloleg' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Wil / +5 Con Maximum life: +45.00 Light radius: +3 See invisible: +9 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. | 
| Miniature R2D2Miniature R2D2 Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 25 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. | 
|  Blood-Runed Athame 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Crystal Heart Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Petrified Wood Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  8 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. | 
|  5 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. | 
|  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 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. | 
|  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 Activation costs 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 353.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 13 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
|  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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Silyriakira the pouch of voratun shots (25/25, 70-83 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 25 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Damage Shield penetration (this weapon only): +32% Damage (Ranged): +21 blight / +16 mind / +21 arcane Shots are used with slings to pummel your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. self-loading pouch of voratun shots of amnesia (21/21, 53-64 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 3 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. | 
|  Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
|  Gloruth the Noonlash [power 194]  (2/8 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +25% arcane Spellpower: +15 (+8 eff.) Spell crit. chance: +4% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. | 
|  4 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. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 15 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Glowing Core Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. | 
|  Resonating Diamond 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. | 
|  8 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. | 
|  11 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  9 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. | 
|  3 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 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. | 
|  6 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
Achievements
 A View From The Gallery (Insane (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.
			A View From The Gallery (Insane (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By Skibidipapisher the Halfling Skirmisher level 32
5th Regrowth 123rd year of Ascendancy at 08:47 see stats
 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 Skibidipapisher the Halfling Skirmisher level 37
56th Regrowth 123rd year of Ascendancy at 13:11 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 Skibidipapisher the Halfling Skirmisher level 48
55th Pyre 123rd year of Ascendancy at 22:40 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 Skibidipapisher the Halfling Skirmisher level 36
17th Regrowth 123rd year of Ascendancy at 03:00 see stats
 Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.By Skibidipapisher the Halfling Skirmisher level 42
71st Regrowth 123rd year of Ascendancy at 13:46 see stats
 Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skibidipapisher the Halfling Skirmisher level 43
76th Regrowth 123rd year of Ascendancy at 21:15 see stats
 Bookception! (Insane (Roguelike) difficulty)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".
			Bookception! (Insane (Roguelike) difficulty)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Skibidipapisher the Halfling Skirmisher level 50
9th Haze 123rd year of Ascendancy at 00:31 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 Skibidipapisher the Halfling Skirmisher level 40
67th Regrowth 123rd year of Ascendancy at 05:08 see stats
 Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Skibidipapisher the Halfling Skirmisher level 22
78th Dusk 122nd year of Ascendancy at 10:41 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Skibidipapisher the Halfling Skirmisher level 8
6th Mirth 122nd year of Ascendancy at 19:02 see stats
 Demonic Invasion (Insane (Roguelike) difficulty)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Insane (Roguelike) difficulty)
			Stopped a demonic invasion by closing their portal.By Skibidipapisher the Halfling Skirmisher level 50
27th Dusk 123rd year of Ascendancy at 03:22 see stats
 Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Skibidipapisher the Halfling Skirmisher level 39
63rd Regrowth 123rd year of Ascendancy at 21:52 see stats
 Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Skibidipapisher the Halfling Skirmisher level 33
8th Regrowth 123rd year of Ascendancy at 10:52 see stats
 Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Skibidipapisher the Halfling Skirmisher level 30
77th Haze 122nd year of Ascendancy at 16:07 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Skibidipapisher the Halfling Skirmisher level 23
79th Dusk 122nd year of Ascendancy at 14:35 see stats
 Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Skibidipapisher the Halfling Skirmisher level 32
3rd Allure 123rd year of Ascendancy at 02:13 see stats
 Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Skibidipapisher the Halfling Skirmisher level 37
60th Regrowth 123rd year of Ascendancy at 08:22 see stats
 Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Skibidipapisher the Halfling Skirmisher level 50
10th Haze 123rd year of Ascendancy at 05:50 see stats
 Got eggs? (Insane (Roguelike) difficulty)
			Finish the Pikataclysm event.
			Got eggs? (Insane (Roguelike) difficulty)
			Finish the Pikataclysm event.By Skibidipapisher the Halfling Skirmisher level 46
34th Pyre 123rd year of Ascendancy at 08:16 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 Skibidipapisher the Halfling Skirmisher level 37
36th Regrowth 123rd year of Ascendancy at 13:26 see stats
 I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skibidipapisher the Halfling Skirmisher level 44
77th Regrowth 123rd year of Ascendancy at 02:02 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 Skibidipapisher the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 05:16 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 Skibidipapisher the Halfling Skirmisher level 20
64th Dusk 122nd year of Ascendancy at 05:57 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 Skibidipapisher the Halfling Skirmisher level 30
76th Haze 122nd year of Ascendancy at 03:53 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 Skibidipapisher the Halfling Skirmisher level 40
63rd Regrowth 123rd year of Ascendancy at 21:52 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 Skibidipapisher the Halfling Skirmisher level 50
1st Summertide 123rd year of Ascendancy at 18:13 see stats
 Lucky Girl (Insane (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Insane (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.By Skibidipapisher the Halfling Skirmisher level 48
60th Pyre 123rd year of Ascendancy at 22:19 see stats
 May the 4th be with you!
			.
			May the 4th be with you!
			.By Skibidipapisher the Halfling Skirmisher level 45
6th Pyre 123rd year of Ascendancy at 05:51 see stats
 Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Skibidipapisher the Halfling Skirmisher level 50
7th Haze 123rd year of Ascendancy at 04:37 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 Skibidipapisher the Halfling Skirmisher level 50
28th Dusk 123rd year of Ascendancy at 13:10 see stats
 Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Skibidipapisher the Halfling Skirmisher level 31
80th Haze 122nd year of Ascendancy at 21:07 see stats
 Savior of the damsels in distress (Insane (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Insane (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Skibidipapisher the Halfling Skirmisher level 29
21st Haze 122nd year of Ascendancy at 10:32 see stats
 Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Skibidipapisher the Halfling Skirmisher level 30
76th Haze 122nd year of Ascendancy at 23:24 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 Skibidipapisher the Halfling Skirmisher level 36
16th Regrowth 123rd year of Ascendancy at 06:36 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 Skibidipapisher the Halfling Skirmisher level 28
19th Haze 122nd year of Ascendancy at 21:55 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 Skibidipapisher the Halfling Skirmisher level 40
63rd Regrowth 123rd year of Ascendancy at 23:45 see stats
 Tales of the Spellblaze (Insane (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Insane (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Skibidipapisher the Halfling Skirmisher level 48
55th Pyre 123rd year of Ascendancy at 22:40 see stats
 That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Skibidipapisher the Halfling Skirmisher level 50
1st Flare 123rd year of Ascendancy at 20:12 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Skibidipapisher the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 07:46 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 Skibidipapisher the Halfling Skirmisher level 48
55th Pyre 123rd year of Ascendancy at 22:40 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 Skibidipapisher the Halfling Skirmisher level 50
16th Haze 123rd year of Ascendancy at 02:53 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Skibidipapisher the Halfling Skirmisher level 12
9th Dusk 122nd year of Ascendancy at 10:51 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 Skibidipapisher the Halfling Skirmisher level 20
75th Dusk 122nd year of Ascendancy at 06:10 see stats
 There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Skibidipapisher the Halfling Skirmisher level 45
14th Pyre 123rd year of Ascendancy at 08:00 see stats
 They Came From Outer Space! (Insane (Roguelike) difficulty)
			Discovered the true origin of dwarves and drems.
			They Came From Outer Space! (Insane (Roguelike) difficulty)
			Discovered the true origin of dwarves and drems.By Skibidipapisher the Halfling Skirmisher level 50
3rd Flare 123rd year of Ascendancy at 07:54 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Skibidipapisher the Halfling Skirmisher level 24
6th Haze 122nd year of Ascendancy at 03:11 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Skibidipapisher the Halfling Skirmisher level 17
35th Dusk 122nd year of Ascendancy at 12:59 see stats
 Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Skibidipapisher the Halfling Skirmisher level 50
1st Flare 123rd year of Ascendancy at 19:36 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 Skibidipapisher the Halfling Skirmisher level 35
15th Regrowth 123rd year of Ascendancy at 17:54 see stats
 You were not supposed to see that! (Insane (Roguelike) difficulty)
			Read a Forbidden Tome.
			You were not supposed to see that! (Insane (Roguelike) difficulty)
			Read a Forbidden Tome.By Skibidipapisher the Halfling Skirmisher level 50
7th Haze 123rd year of Ascendancy at 15:15 see stats
Log
Phantasmal Shield hits Vampire lord for (243 absorbed), (122 ignored), 0 light (0 total damage).
Phantasmal Shield hits Armoured skeleton warrior for 253 light damage.
Phantasmal Shield hits Master vampire for 317 light damage.
Phantasmal Shield hits Skeleton magus for 211 light damage.
Phantasmal Shield hits Emperor wight for 105 light damage.
Phantasmal Shield hits Skibidipapisher for 116 light damage.
Skibidipapisher's Hurricane Shot hits Armoured skeleton warrior for 464 physical, 44 physical (508 total damage).
Skibidipapisher's Hurricane Shot hits Skeleton magus for 243 physical, 28 physical, 8 fire, 14 fire, 5 mind, 11 temporal (309 total damage).
Skibidipapisher's Hurricane Shot hits Skeleton magus for 254 physical, 28 physical, 8 fire, 14 fire, 5 mind, 11 temporal (320 total damage).
Skibidipapisher's Hurricane Shot hits Argoniel for 5 fire, 2 mind, 6 temporal (13 total damage).
Skibidipapisher's Hurricane Shot hits Vampire lord for (221 absorbed), 111 physical, (25 absorbed), 12 physical, (5 absorbed), 3 fire, (9 absorbed), 5 fire, (2 absorbed), (1 ignored), 0 mind, (6 absorbed), 3 temporal (133 total damage).
Skibidipapisher's Hurricane Shot hits Vampire lord for (10 absorbed), 5 fire, (3 absorbed), 2 mind, (6 absorbed), 3 temporal (10 total damage).
Skibidipapisher's Hurricane Shot hits Argoniel for (152 to bones), 0 physical, 25 physical, 2 fire, 4 fire, 1 mind, 5 temporal (37 total damage).
Skibidipapisher's Hurricane Shot hits Vampire lord for 15 fire, 5 mind, (9 ignored), 0 temporal (20 total damage).
Skibidipapisher's Hurricane Shot hits Argoniel for 142 physical, 24 physical, 3 fire, 5 fire, 1 mind, 6 temporal (181 total damage).
Skibidipapisher's Hurricane Shot hits Argoniel for 5 fire, 1 mind, 6 temporal (12 total damage).
Skibidipapisher's Hurricane Shot hits Vampire lord for (16 absorbed), (345 ignored), 0 physical, 41 physical, 9 fire, (15 ignored), 0 fire, (5 ignored), 0 mind, 9 temporal (58 total damage).
Skibidipapisher's Hurricane Shot hits Emperor wight for 429 physical damage.
Phantasmal Shield hits Armoured skeleton warrior for 400 light damage.
Phantasmal Shield hits Ghoul for 400 light damage.
Phantasmal Shield hits Vampire lord for (550 stormshielded), 0 light (0 total damage).
Phantasmal Shield hits Skeleton magus for 334 light damage.
Phantasmal Shield hits Skibidipapisher for 183 light damage.
Phantasmal Shield hits Argoniel for (44 to bones), 0 light (0 total damage).
Phantasmal Shield hits Emperor wight for 166 light damage.
Phantasmal Shield hits Master vampire for 500 light damage.
Skibidipapisher's Hurricane Shot killed Armoured skeleton warrior!
Skibidipapisher's Hurricane Shot killed Emperor wight!
Vampire lord's Hiemal Shield hits Skibidipapisher for 56 cold damage.
Skibidipapisher the level 50 halfling skirmisher was chilled to death by a vampire lord on level 11 of High Peak.

















































