










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Shalore | 
| Class | Temporal Warden | 
| Level / Exp | 25 / 62% | 
| Size | medium | 
| Lifes / Deaths | Killed by Porotta the elven mage at level 25 on the 44th Dusk 122nd year of Ascendancy at 15:31/ 2 Killed by Ce'Nyth the elven blood mage at level 25 on the 44th Dusk 122nd year of Ascendancy at 15:38 | 
Primary Stats
| Strength | 26 (base 18) | 
| Dexterity | 31 (base 15) | 
| Constitution | 35 (base 22) | 
| Magic | 73 (base 54) | 
| Willpower | 47 (base 23) | 
| Cunning | 29 (base 12) | 
Resources
| Life | -50/700 | 
| Paradox | 286 | 
| Healing Factor | 1.3116660017318 | 
| Regeneration | 9.5095785125552 | 
Speed
| Mental | +10% | 
| Attack | -3.1641356201817E-12% | 
| Movement | +13.000000000004% | 
| Spell | -3.1641356201817E-12% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 4 | 
| See Stealth | 11 | 
| See Invisible | 31 | 
Offense: Mainhand
| Damage | 72 | 
| Accuracy | 50 | 
| Crit Chance | 25% | 
| APR | 22 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 42 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +29% | 
| Physical | +28% | 
| Cold | +6% | 
| All | 0% | 
| Darkness | +12% | 
| Light | +6% | 
| Temporal | +32% | 
| Mind | +31% | 
| Lightning | +24% | 
| Nature | +38% | 
Offense: Damage Penetration
| Temporal | +37% | 
| Physical | +33% | 
| Arcane | +30% | 
| Mind | +50% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 22 (79.007671158813%) | 
| Defense | 64 | 
| Ranged Defense | 64 | 
| Fatigue | 0 | 
| Physical Save | 32 | 
| Spell Save | 37 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | + 49%( 70%) | 
| Nature | + 70%( 70%) | 
| Temporal | + 23%( 70%) | 
| Blight | + 23%( 70%) | 
| Darkness | + 23%( 70%) | 
| Mind | + 28%( 70%) | 
| All | + 18%( 70%) | 
Defense: Immunities
| Confusion Resistance | 13% | 
| Teleport Resistance | 20% | 
| Poison Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 38% | 
Inscriptions (3/3)
| 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 410 damage for 4 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions 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 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 72 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. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. | 
Class Talents
| Chronomancy / Threaded Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Bow Threading | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Chronomancy / Stasis | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Blade Threading | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Chronomancy / Temporal Guardian | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
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 | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves.Escort: lost tinker (level 3 of Scintillating Caves) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| The unhallowed morass is the name of the 'zone' surrounding Point Zero.Future Echoes The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 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: 82. | 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 | 
| 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 | 
Equipment
| On feet |  Zubytha (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Defense: +5 (+1 eff.) Changes stats: +6 Dex / +6 Lck / +3 Con Changes resistances: +12% acid Stealth bonus: +5 Physical save: +6 (+3 eff.) A pair of boots made of leather. | 
| Quiver |  Gloryrin the Magmaprophet (11/20, 32-45 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 32.0 - 44.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage * 20% chance to create vines that bind the target to the ground dealing 170 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 fire Damage (radius 2) on crit: +16 fire Arrows are used with bows to pierce your foes to death. | 
| Light source |  Flameterror Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 8 fire Changes stats: +2 Str Reduces incoming crit damage: 10.00% Blindness immunity: +38% Confusion immunity: +13% Light radius: +8 See stealth: +11 See invisible: +31 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 117.38 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (28% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? | 
| Tool |  Guvea [power 79]  (30/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% mind / +3% blight Poison immunity: +20% Teleport immunity: +20% Life regen: +2.00 It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 67. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Aeriba Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Wil Changes resistances: +26% nature Changes damage: +13% nature Life regen: +5.00 Maximum life: +40.00 Light radius: +3 Infravision radius: +1 Movement speed: +13% Healing mod.: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! | 
| On fingers |  steel ring 'Xanata' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +2 Wil / +5 Con Changes resistances: +20% acid / +20% nature / +6% mind Changes damage: +10% nature / +10% acid Mental crit. chance: +2% Rings make your fingers look great! | 
| Around waist |  noble's rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +7 Cun / +6 Lck Damage against: +16% Summoned Reduced damage from: +18% Summoned Trap disarming bonus: +6 Stealth bonus: +7 Infravision radius: +3 A belt that goes around your waist. | 
| In main hand |  Rhiroddagobers Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +15 lightning Damage (radius 1) on hit: +12 temporal When wielded/worn: Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +6% temporal Changes resistances penetration: +8% physical / +12% temporal Changes damage: +24% lightning / +27% temporal / +17% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. | 
| On hands |  Emelorin (0 def, 6 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +3 Str / +3 Dex / +1 Mag / +2 Cun Changes resistances: +6% acid / +3% blight Changes damage: +4% acid Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
| Cloak |  Gloombutcher the cashmere cloak (2 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +3 Dex / +3 Mag / +2 Wil / +3 Cun Changes resistances: +6% darkness Changes resistances penetration: +5% arcane Changes damage: +6% darkness Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Snowwither the gold amulet Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +12 Physical power: +6 (+2 eff.) Changes stats: +3 Mag Changes resistances penetration: +25% mind Changes damage: +5% temporal / +6% light / +11% physical / +6% cold / +6% mind / +6% darkness Critical mult.: +12.00% Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Combat speed: +10% Amulets make your neck look great! | 
Inventory
|  healing infusion of the psychic (heal 147; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. 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. | 
|  Mirror Image Rune (dur 6; cd 24) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 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. 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. | 
|  Dairoharadin the Fogbane Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% darkness Changes resistances penetration: +15% darkness / +15% light Changes damage: +12% cold Amulets make your neck look great! | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  copper amulet 'Cloudterror' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% * 20% chance to reduce all saves and defense by 27 Changes resistances: +18% lightning / +13% temporal Changes damage: +6% lightning / +3% acid Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! | 
|  gold amulet 'Aruth' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Str Changes resistances: +18% light / +16% darkness Changes resistances penetration: +20% mind Critical mult.: +5.00% Blindness immunity: +32% Only die when reaching: -80.00 life Amulets make your neck look great! | 
|  restful steel amulet of mastery (0.13 Chronomancy / Speed Control) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Talent mastery: +0.13 Chronomancy / Speed Control Life regen: +2.00 Amulets make your neck look great! | 
|  steel amulet 'Oozepeal' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 2 nature Changes stats: +4 Wil / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +15% nature Physical save: +7 (+4 eff.) Life regen: +3.00 Maximum life: +34.00 Amulets make your neck look great! | 
|  Arthakan Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% mind / +15% fire Changes resistances penetration: +5% mind Spell save: +6 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +3.00 Maximum life: +40.00 Healing mod.: +15% Rings make your fingers look great! | 
|  Blazehacker the steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 light Changes resistances: +15% light Changes resistances penetration: +10% acid Life regen: +6.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! | 
|  Ereleruindil the Daytouch Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 8 mind Changes damage: +9% light / +12% mind Mental save: +6 (+3 eff.) Confusion immunity: +30% Light radius: +2 Rings make your fingers look great! | 
|  conjurer's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +6 (+2 eff.) Rings make your fingers look great! | 
|  copper ring 'Branorablek' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun / +1 Wil Mental save: +9 (+4 eff.) Equilibrium when hit: +0.24 Maximum psi: +30.00 Rings make your fingers look great! | 
|  marksman's copper ring of lightning (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! | 
|  psionicist's copper ring of sensing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +5 Rings make your fingers look great! | 
|  rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! | 
|  steel ring 'Galehek' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 mind Changes stats: +3 Str / +2 Mag / +2 Cun Changes resistances: +24% darkness / +9% mind Changes damage: +12% darkness / +3% mind Spellpower: +6 (+2 eff.) Rings make your fingers look great! | 
|  Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 65% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 115.62 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
|  Unerring Scalpel (15-20 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  Poromina the elm longbow Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce armor by 33% When wielded/worn: Changes stats: +4 Dex / +15 Wil / +9 Con Changes resistances: +6% mind Maximum life: +36.00 Longbows are used to shoot arrows at your foes. | 
|  Yarolen the Flashdream Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 1) on hit: +20 arcane When wielded/worn: Physical power: +20 (+7 eff.) Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str Changes resistances penetration: +25% arcane / +25% temporal Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. | 
|  stormbringer's yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +11 lightning / +35 cold When wielded/worn: Changes resistances penetration: +8% lightning / +18% cold Movement speed: +39% Longbows are used to shoot arrows at your foes. | 
|  Nerytira Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Ammo reloads per turn: +5 Changes stats: +3 Str / +1 Mag / +3 Cun Changes resistances: +6% blight Changes resistances penetration: +7% temporal / +14% physical Changes damage: +6% temporal / +8% physical Talent mastery: +0.10 Chronomancy / Bow Threading Critical mult.: +5.00% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. | 
|  Crystal Shard (16-19 power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. | 
|  Flashorder the dwarven-steel waraxe (28-39 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +12 lightning When wielded/worn: Changes stats: +5 Str / +6 Wil Changes resistances: +9% cold Light radius: +2 One-handed war axes. | 
|  Skullcleaver (20-28 power, 4 apr) Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
|  Aerevea the Kindlebile Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Damage when hit (Melee): 2 light Changes resistances: +6% acid / +3% cold / +6% nature Changes damage: +3% light Stealth bonus: +6 A belt that goes around your waist. | 
|  Ulichak Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +3 Mag Reduces incoming crit damage: 10.00% Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. | 
|  grounding rough leather belt of unlife Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% temporal / +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  hardened leather belt 'Neryriavea' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str / +4 Dex / +3 Cun Changes resistances penetration: +10% physical Mental save: +9 (+4 eff.) Maximum life: +71.00 Maximum mana: +30.00 Maximum stamina: +34.00 Maximum hate: +13.00 Maximum psi: +31.00 Maximum vim: +21.00 Maximum pos.energy: +26.00 Maximum neg.energy: +32.00 Mindpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. | 
|  Betheldata (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +15% all Changes damage: +25% all Mental save: +20 (+10 eff.) Equilibrium when hit: +0.16 Spellpower: +32 (+11 eff.) Mindpower: +28 (+9 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+7 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. | 
|  Thunderstar the pair of rough leather boots (15 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Defense: +15 (+4 eff.) Changes stats: +1 Wil Changes resistances: +6% fire / +6% cold Changes damage: +3% lightning Stamina each turn: +1.00 Light radius: +3 A pair of boots made of leather. | 
|  Alehek the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): 16 mind / 16 darkness Changes stats: +3 Str / +3 Dex / +2 Cun Changes resistances: +9% nature / +3% blight Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) Spell save: +9 (+4 eff.) Mental save: -12 (-6 eff.) Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +13.00 Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Spellhunt Remnants (1 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. | 
|  Breezeream (2 def, 14 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +33% fire Changes damage: +16% fire Maximum life: +80.00 A pointy cloth hat, very wizardly... | 
|  Hailbreak the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +27% fire Changes damage: +12% cold / +12% fire Maximum hate: +8.00 Maximum psi: +10.00 Mental crit. chance: +2% A pointy cloth hat, very wizardly... | 
|  Zuboleba the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 acid Changes stats: +3 Str Changes resistances: +12% acid Changes damage: +6% blight / +3% arcane A cap made of leather. | 
|  cashmere wizard hat 'Aerotta' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +9 Cun Changes resistances: +3% temporal Changes resistances penetration: +25% mind Changes damage: +3% mind Mental save: +10 (+5 eff.) Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... | 
|  hardened leather cap 'Pussnake' (9 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Defense: +9 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +4 Dex / +4 Wil / +9 Cun Changes damage: +15% nature A cap made of leather. | 
|  rough leather cap 'Xeremira' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +1 Mag / +2 Wil Changes resistances: +12% lightning / +2% physical A cap made of leather. | 
|  quiver of yew arrows 'Drezilatir' (14/14, 36-50 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 14 On weapon hit: * 20% chance to slow global speed by 54% Damage (Ranged): +24 cold / +20 mind Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +15 cold Arrows are used with bows to pierce your foes to death. | 
|  10 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  122 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. | 
|  4 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. | 
|  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. | 
|  5 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) 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. | 
|  2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Goruromilar the Blizzardserpent (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Dex Changes resistances: +3% cold Critical mult.: +5.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rheharagrim (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +26 (+6 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +10% physical Critical mult.: +15.00% Only die when reaching: -60.00 life Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Cut Drem Arm Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Ivymiriatha Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +6 Str Changes resistances: +5% arcane Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Light radius: +3 See stealth: +7 See invisible: +7 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. | 
|  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 99.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.54 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. | 
|  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 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  2 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. | 
|  Rod of Recall (1/1) 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 202 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 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. | 
|  pouch of steel shots 'Glowvein' (20/20, 19-23 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 10 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Travel speed: +200% Damage (Ranged): +16 light / +8 nature Damage (radius 2) on crit: +12 light Shots are used with slings to pummel your foes to death. | 
|  evasive yew totem of healing [power 260]  (30/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 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. | 
|  Turyradir [power 170]  (30/20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +9% temporal Reduces incoming crit damage: 10.00% It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  2 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 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
 Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Serabus the Shalore Temporal Warden level 22
25th Dusk 122nd year of Ascendancy at 13:53 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Serabus the Shalore Temporal Warden level 21
15th Dusk 122nd year of Ascendancy at 00:59 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 Serabus the Shalore Temporal Warden level 24
32nd Dusk 122nd year of Ascendancy at 20:52 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 Serabus the Shalore Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 03:27 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 Serabus the Shalore Temporal Warden level 20
9th Dusk 122nd year of Ascendancy at 01:40 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Serabus the Shalore Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 18:30 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 Serabus the Shalore Temporal Warden level 13
2nd Summertide 122nd year of Ascendancy at 02:43 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 Serabus the Shalore Temporal Warden level 17
2nd Dusk 122nd year of Ascendancy at 22:46 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Serabus the Shalore Temporal Warden level 22
24th Dusk 122nd year of Ascendancy at 21:41 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Serabus the Shalore Temporal Warden level 15
7th Flare 122nd year of Ascendancy at 23:23 see stats
 Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Serabus the Shalore Temporal Warden level 25
44th Dusk 122nd year of Ascendancy at 15:31 see stats
 Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
			Killed the weaver queen and the temporal defiler.
			Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
			Killed the weaver queen and the temporal defiler.By Serabus the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 11:58 see stats
Log
Talent Blink Blade is ready to use.
Talent Singularity Arrow is ready to use.
Something hits Armoured skeleton warrior for (333 absorbed), 0 blight (0 total damage).
Something hits Serabus for (233 absorbed), 0 blight (0 total damage).
Weakness Disease from Ce'Nyth the elven blood mage hits Serabus for (50 absorbed), 0 blight (0 total damage).
Psy Worm from Eluma the elven blood mage hits Serabus for (56 absorbed), 0 mind (0 total damage).
Eluma the elven blood mage slows down.
Mechanical Arms misses Serabus.
Porotta the elven mage slows down.
Poison from Serabus hits Eluma the elven blood mage for 2 nature damage.
Deep Wound from Serabus hits Eluma the elven blood mage for 26 physical damage.
Elven guard casts Timeless.
Eluma the elven blood mage casts Drain.
Your shield crumbles under the damage!
The shield around Serabus crumbles.
Eluma the elven blood mage hits Serabus for (71 absorbed), 59 blight (59 total damage).
Weakness Disease from Ce'Nyth the elven blood mage hits Armoured skeleton warrior for (70 absorbed), 0 blight (0 total damage).
Serabus casts Thread the Needle.
Serabus is no longer invigorated.
Talent Arrow Stitching is ready to use.
Weakness Disease from Ce'Nyth the elven blood mage hits Serabus for 50 blight damage.
Psy Worm from Eluma the elven blood mage hits Serabus for 65 mind damage.
Ce'Nyth the elven blood mage casts Blood Boil.
Serabus is free from the weakness disease.
You are no longer encumbered.
Serabus slows down.
Ce'Nyth the elven blood mage receives 34 healing.
Ce'Nyth the elven blood mage hits Serabus for 154 blight damage.
Serabus the level 25 shalore temporal warden was plagued to death by Ce'Nyth the elven blood mage on level 2 of Dark crypt.
























































