









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 19 / 96% | 
| Size | medium | 
| Lifes / Deaths | Killed by Gluriawen the giant venus flytrap at level 12 on the 38th Dusk 122nd year of Ascendancy at 08:533 / 2 Killed by Islurebeth the red ooze at level 19 on the 56th Haze 122nd year of Ascendancy at 08:16 | 
Primary Stats
| Strength | 29 (base 16) | 
| Dexterity | 46 (base 44) | 
| Constitution | 25 (base 10) | 
| Magic | 12 (base 10) | 
| Willpower | 20 (base 10) | 
| Cunning | 45 (base 33) | 
Resources
| Life | 627/627 | 
| Stamina | 209/209 | 
| Healing Factor | 1.4645178243369 | 
| Regeneration | 12.375175615647 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 32.045069181528 | 
| See Invisible | 32.045069181528 | 
Offense: Barehand
| Damage | 63 | 
| Accuracy | 44 | 
| Crit Chance | 16% | 
| APR | 17 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +9% | 
| Mind | +6% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 24 (35.65183292883%) | 
| Defense | 58 | 
| Ranged Defense | 58 | 
| Fatigue | 3 | 
| Physical Save | 32 | 
| Spell Save | 21 | 
| Mental Save | 35 | 
Defense: Resistances
| Lightning | + 21%( 70%) | 
| Nature | + 17%( 70%) | 
| Mind | + 6%( 70%) | 
| Cold | + 12%( 70%) | 
| All | + 3%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Confusion Resistance | 11% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 50% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 3 turns. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 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 86 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 Cunning stat. | 
Class Talents
| Technique / Pugilism | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Tactical | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Grappling | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | Increases defense by 11.Mobile Defense | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining)Counter Attacking | 
Quests
| 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 | active | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul.Escort: worried loremaster (level 1 of Ruins of Kor'Pul) As a reward you improved Cunning by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 lumberjacks have died. | done | 
Equipment
| On feet |  wanderer's pair of iron boots (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats Cun +2, Con +2 defense ------ Armor +3 Fatigue +2% Physical save +11 (+6 eff.) Mind save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| On hands |  Snow Giant Wraps (0 def, 2 armour) 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats Str +4 defense ------ Armor +2 Resistance +10% lightning, +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 125% On-hit +10 lightning, +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 97.15 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. | 
| On head |  Xerathra (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +9% lightning, +9% nature, +3% mind Spell save +6 (+3 eff.) Life +50.00 Healmod +22% Poison Resist +20% Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  copper ring of life 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +43.00 Life Regen +6.00 Healmod +12% Rings make your fingers look great! | 
| On fingers |  rogue's copper ring of pilfering 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Cun +3 offense ------ Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +15 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 150% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| Around neck |  mindweaver's copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego+] Psionic While equipped: Stats Wil +1 offense ------ Mindpower +6 (+3 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +11% Amulets make your neck look great! | 
| Main armor |  rejuvenating cured leather armour of command (12 def, 8 armour) 9.0 Encumbrance T2 light armor [Ego+] Nature/Psionic While equipped: Stats Cun +2 defense ------ Armor +8 Defense +12 (+3 eff.) Fatigue +7% Mind save +12 (+6 eff.) Life Regen +2.20 other ------- Stamina/turn +0.80 A suit of armour made of leather. | 
| Light source |  Gleampiercer the brass lantern 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Str +1, Wil +3, Con +1 offense ------ Damage +6% mind other ------- Max stamina +30.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| Cloak |  spellcowled cashmere cloak of backstabbing (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats Mag +2, Wil +1 offense ------ Critical power +15.00% Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +2 (+0 eff.) Spell save +5 (+3 eff.) Stealth +7 other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  Greenpiety 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Dex +2 offense ------ Critical power +10.00% Damage +9% lightning Ignore Armor +2 When Hit 4 nature defense ------ Armor +7 Defense +8 (+2 eff.) Resistance +6% nature Physical save +15 (+8 eff.) A belt that goes around your waist. | 
Inventory
|  movement infusion of the duelist (speed 538%; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of Reflection (--) 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  steel amulet 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! | 
|  rogue's copper ring of perseverance 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +2 defense ------ Defense +4 (+1 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! | 
|  titan's copper ring of fire (+22%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! | 
|  truestriking dwarven-steel dagger (14-18 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +13 (+4 eff.) Ignore Armor +8 Sharp, short and deadly. | 
|  dwarven-steel greatmaul (43-65 power, 2 apr) 5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. | 
|  Adyrelratha the Sootprophet (46-74 power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 46.5 - 74.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 darkness, +8 light On-Hit, radius 1 +20 darkness While equipped: offense ------ When Hit 4 light defense ------ Resistance +9% darkness Massive two-handed swords. | 
|  hateful steel greatsword of massacre (30-48 power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 30.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 darkness Damage Against +10% Living Massive two-handed swords. | 
|  manaburning steel greatsword (23-37 power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +20 item manaburn arcane On Hit: * 20 arcane resource burn Massive two-handed swords. | 
|  thought-forged dwarven-steel greatsword of massacre (46-73 power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 46.0 - 73.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 mind, +17 item expose On Hit: * 17% chance to reduce all saves and defense by 20 While equipped: Stats Cun +2, Wil +5 Massive two-handed swords. | 
|  swiftstrike yew longbow 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats Cun +3 offense ------ Combat Speed +10% Longbows are used to shoot arrows at your foes. | 
|  nature's vined mindstar of life (4-4 power, 18 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +4% blight Life +12.00 Life Regen +0.90 Disease Resist +11% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  resonating vined mindstar (5-5 power, 18 apr, mind damage) 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Resonance +10% Damage +2% mind Ignore resists +2% mind defense ------ Resistance +3% mind other ------- Psi when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Morbusworth (24-28 power, 3 apr, blight element) 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +15 (+11 eff.) Damage +24% blight Ignore resists +15% temporal On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  ash starstaff (15-18 power, 3 apr, physical element) 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew magestaff (20-24 power, 4 apr, cold element) 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+8 eff.) Damage +20% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  steel waraxe of erosion (12-17 power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature One-handed war axes. | 
|  rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Blastfear the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats Mag +1, Wil +3 offense ------ Damage +3% lightning Accuracy +30 (+10 eff.) defense ------ Defense +2 (+0 eff.) Resistance +6% light, +1% physical Spell save +10 (+5 eff.) Unlife -80.00 life other ------- Max mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Unlightgash (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Damage +3% mind, +6% darkness When Hit 2 blight, 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Robe of Force (12 def, 8 armour) 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid, +12% physical, +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 29.33 to 36.67 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  mindwoven Robe of the Worm of corrosion (+18%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid, +7% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven woollen robe of nature (+15%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +10% nature defense ------ Resistance +15% nature, +9% all Mind save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  slimy woollen robe (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Disrupt While equipped: offense ------ When Hit: * 3% chance to slow global speed by 46% * 5 arcane resource burn defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of dwarven-steel boots 'Airvile' (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Mag +2, Wil +2 offense ------ Damage +12% lightning Ignore resists +5% lightning defense ------ Armor +4 Fatigue +3% Resistance +6% blight Spell save +12 (+6 eff.) other ------- Stamina/turn +0.50 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  naturalist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Physical Power +8 (+3 eff.) On-Hit 6 nature Damage +3% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  naturalist's hardened leather gloves of butchering (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) On-Hit 5 nature Damage +3% nature Accuracy +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +2 Resistance +5% blight, +8% nature Spell save +10 (+5 eff.) Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 125% On-hit +10 item nature slow, +13 item acid corrode On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 On Hit: * 10% chance to slow global speed by 46% * 13% chance to reduce armor by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  polar hardened leather gloves of butchering (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) On-Hit 7 cold Damage +4% cold Accuracy +6 (+2 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +9% blight, +6% cold Spell save +10 (+5 eff.) Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +3.0% Attack Speed 125% On-hit +16 item nature slow, +12 item acid corrode On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 3 On Hit: * 16% chance to slow global speed by 46% * 12% chance to reduce armor by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Brenitothad the Hellspawn (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Damage +3% mind When Hit 4 mind On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Defense +2 (+0 eff.) Resistance +10% blight, +15% fire, +9% nature, +9% mind A pointy cloth hat, very wizardly... | 
|  Isleyamina (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Wil +2, Con +3 offense ------ Physical Crit +3.0% Damage +14% acid Ignore resists +20% physical Ignore Armor +4 defense ------ Defense +2 (+0 eff.) Resistance +21% acid Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  Steel Helm of Garkul (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  rough leather cap 'Chamudunatir' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +6, Mag +2 defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% Physical save +11 (+6 eff.) other ------- Infravision +1 A cap made of leather. | 
|  dwarven-steel mail armour 'Amylathahell' (3 def, 13 armour) 14.0 Encumbrance T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats Str +2, Wil +7, Cun +6, Con +1 defense ------ Armor +13 Defense +3 (+1 eff.) Fatigue +8% Resistance +24% acid Physical save +10 (+5 eff.) Mind save +15 (+7 eff.) other ------- Infravision +2 A suit of armour made of mail. | 
|  cleansing cured leather armour (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% nature, +11% blight A suit of armour made of leather. | 
|  troll-hide cured leather armour (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +38.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. | 
|  steel plate armour (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. | 
|  Dawnfear the steel shield (0 def, 4 armour, 37.5 block) 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Nature/Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 cold Damage +6% light, +12% mind When Hit 4 ice defense ------ Armor +4 Fatigue +8% Resistance +11% arcane, +17% fire other ------- Talents +1 Block Handheld deflection devices. | 
|  steel shield (0 def, 4 armour, 37.5 block) 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. | 
|  8 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  dwarven-steel pickaxe 'Brightfist' (dig speed 14 turns) 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Damage +15% acid Ignore resists +5% temporal On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +6% physical other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Forbidden Tome: "The Day It Came" 2.0 Encumbrance forbidden tome [Unique] Unknown 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? | 
|  7 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Planar Beacon 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 'Isegatira' 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% nature, +6% blight Life +41.00 Blind Resist +10% Confus Resist +10% other ------- Max hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (2/2) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  arcing pouch of steel shots of daylight (17/17, 19-23 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +6 light Damage Against +8% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. | 
|  pouch of dwarven-steel shots 'Nerowyn' (20/20, 33-39 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 Ignore Shields +30% On-ranged-hit +20 item acid corrode, +9 nature, +8 physical On-Hit, radius 1 +4 acid On Hit: * 20% chance to reduce armor by 16% While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. | 
|  thought-forged pouch of steel shots (21/21, 17-21 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego] Psionic Weapon Damage 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Auto Reload 6 On-ranged-hit +9 mind, +10 item expose On Hit: * 10% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. | 
|  3 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  10 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Chancy the Cornac Brawler level 8
7th Dusk 122nd year of Ascendancy at 09:42 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Chancy the Cornac Brawler level 10
28th Dusk 122nd year of Ascendancy at 04:16 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Chancy the Cornac Brawler level 8
78th Pyre 122nd year of Ascendancy at 19:26 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Chancy the Cornac Brawler level 8
1st Mirth 122nd year of Ascendancy at 09:16 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Chancy the Cornac Brawler level 18
8th Haze 122nd year of Ascendancy at 00:43 see stats
Log
Something misses Chancy.
Chancy lashes out with a flurry of fists.
Chancy hurls lightning at Glama the gigantic gravity worm!
Chancy misses Something.
Chancy misses Something.
Chancy hits Something for 76 physical, 8 lightning, 13 cold, 84 lightning (183 total damage).
Something misses Chancy.
Chancy speeds up.
Chancy is being stalked by Something!
Something misses Chancy.
Something hits Chancy for (8 flat reduction), 140 physical (140 total damage).
Something misses Chancy.
Chancy throws two quick punches.
Chancy misses Something.
Chancy hits Something for 79 physical, 10 lightning, 13 cold (104 total damage).
Chancy is no longer being stalked by Something.
Something hits Chancy for (8 flat reduction), 100 nature (100 total damage).
Chancy the level 19 cornac brawler was splurged to death by Islurebeth the red ooze on level 1 of Sandworm lair.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Chancy!
Saving game...
Talent Take Down is ready to use.
Talent Double Strike is ready to use.
Talent Rune: Shielding is ready to use.
Saving done.



















































