












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Summoner | 
| Level / Exp | 50 / 2609% | 
| Size | medium | 
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 26th Iron 126th year of Ascendancy at 17:02/ 2 Killed by Atamathon the Giant Golem at level 50 on the 4th Steel 126th year of Ascendancy at 00:51 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 51 (base 26) | 
| Dexterity | 93 (base 60) | 
| Constitution | 44 (base 21) | 
| Magic | 29 (base 13) | 
| Willpower | 112 (base 62) | 
| Cunning | 94 (base 64) | 
Resources
| Life | -424/2271 | 
| Equilibrium | 111 | 
| Healing Factor | 2.5 | 
| Regeneration | 146.62306733408 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +135% | 
Vision
| Sight | 12 | 
| Lite | 15.54964786986 | 
| Infravision | 10 | 
| See Stealth | 66.788166841648 | 
| See Invisible | 74.788166841648 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 67 | 
| Accuracy | 63 | 
| Crit Chance | 51% | 
| APR | 90 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 67 | 
| Accuracy | 63 | 
| Crit Chance | 51% | 
| APR | 90 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 41% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 75 | 
| Crit Chance | 77% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +136% | 
| Physical | +22% | 
| Cold | +17% | 
| All | +9% | 
| Darkness | +18% | 
| Light | +24% | 
| Mind | +19% | 
| Lightning | +29% | 
| Fire | +70% | 
| Nature | +54% | 
Offense: Damage Penetration
| Acid | +31% | 
| Physical | +23% | 
| Cold | +35% | 
| All | +14% | 
| Lightning | +30% | 
| Temporal | +19% | 
| Mind | +40% | 
| Fire | +57% | 
| Nature | +39% | 
Defense: Base
| Armour (hardiness) | 38 (35.65183292883%) | 
| Defense | 74 | 
| Ranged Defense | 74 | 
| Fatigue | 0 | 
| Physical Save | 55 | 
| Spell Save | 51 | 
| Mental Save | 67 | 
Defense: Resistances
| Acid | + 77%( 77%) | 
| Blight | + 74%( 77%) | 
| Arcane | + 53%( 77%) | 
| Cold | + 60%( 77%) | 
| All | + 40%( 77%) | 
| Physical | + 56%( 77%) | 
| Lightning | + 61%( 77%) | 
| Light | + 58%( 77%) | 
| Temporal | + 53%( 77%) | 
| Mind | + 57%( 77%) | 
| Darkness | + 65%( 77%) | 
| Fire | + 77%( 77%) | 
| Nature | + 77%( 77%) | 
Defense: Immunities
| Disarm Resistance | 10% | 
| Bleed Resistance | 80% | 
| Confusion Resistance | 60% | 
| Stun Resistance | 100% | 
| Knockback Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 40% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 954% 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. | 
| Infusions | Effective talent level: 1.0Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. | 
| 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 743 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. | 
Class Talents
| Wild-gift / Summoning (melee) | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Wild-gift / Summoning (distance) | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Summoning (augmentation) | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Summoning (utility) | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| Enter the caverns of Ardhungol and look for Sun Paladin Rashim.Eight legs of wonder But be careful; those are not small spiders... | active | 
| You failed to protect the injured seer from death by Aerassra the forest troll.Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you improved Willpower by +5. | done | 
| You failed to protect the lone alchemist from death by Emudhessra the snow giant thunderer.Escort: lone alchemist (level 2 of Daikara) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest.Escort: lone alchemist (level 4 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You failed to protect the lost warrior from death by Gytha the skeleton warrior.Escort: lost warrior (level 1 of Dreadfell) | failed | 
| You failed to protect the lost warrior from death by Xymina the skeleton magus.Escort: lost warrior (level 4 of Dreadfell) | failed | 
| You failed to protect the repented thief from death by Islotta the ghast.Escort: repented thief (level 6 of Dreadfell) | failed | 
| You failed to protect the temporal explorer from death by Vorysekira the orc soldier.Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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.. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists.The Brotherhood of Alchemists Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You 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 15 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Yvolle the Frigidsin (18 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Defense: +18 (+4 eff.) Fatigue: +4% Changes stats: +1 Str / +13 Dex / +2 Wil / +6 Cun Changes resistances: +3% cold / +3% temporal Life regen: +9.00 Light radius: +2 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Hot dayum Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 cold Changes stats: +4 Dex Changes resistances penetration: +10% acid / +15% cold / +14% all Changes damage: +9% acid Mental save: +27 (+7 eff.) Maximum life: +65.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +11 See stealth: +23 See invisible: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Eilinigadhenn (6 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +13 Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 6 mind Changes stats: +17 Lck Changes resistances: +2% physical / +3% light / +6% blight / +6% darkness / +5% arcane / +6% all Physical save: +13 (+5 eff.) Knockback immunity: +10% Stamina when hit: +3.00 Equilibrium when hit: +2.80 Only die when reaching: -40.00 life Spell crit. chance: +7% Mental crit. chance: +6% A cap made of leather. | 
| On hands |  Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 190.75 arcane damage and stunned) Activation costs 85 power out of 140/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. | 
| Tool |  voratun torque of psionic shield 'Woeschism' [power 157]  (1/22 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 41 Damage when hit (Melee): 2 temporal Changes resistances: +9% darkness / +3% temporal Changes resistances penetration: +26% mind Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to setup a psionic shield, reducing all damage taken by 157 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 2 beneficial effects by 3. * Reduce 3 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Winner? Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +17 Defense: +16 (+4 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 41 Changes resistances: +12% acid / +52% fire / +40% nature Changes damage: +12% acid / +20% fire / +20% nature / +15% light Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! | 
| On fingers |  Mnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.4 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
| Around neck |  Jeezaws Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Effects on melee hit: * 24% chance to slow global speed by 70% * 10% chance to reduce armor by 17% Changes resistances: +6% acid / +15% physical / +12% darkness / +6% arcane / +6% nature Changes resistances cap: +7% all Physical save: +27 (+8 eff.) Blindness immunity: +40% Cut immunity: +80% Stamina each turn: +1.00 Infravision radius: +10 Sight radius: +2 See invisible: +13 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 376 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
| In main hand |  caller's living mindstar of flames (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 9 fire Changes resistances: +12% fire Changes resistances penetration: +7% acid / +23% fire / +6% cold / +9% physical Changes damage: +14% acid / +22% fire / +8% cold / +13% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +5% Heals friendly targets nearby when you use a nature summon: +34 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Around waist |  Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
| In off hand |  Floeslicer (18-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): +8 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): 18 lightning / 20 fire / 15 darkness / 14 mind Changes stats: +6 Str / +7 Dex / +7 Mag / +7 Wil / +3 Cun / +7 Con Changes resistances: +20% lightning / +24% fire / +12% light Changes resistances penetration: +16% lightning / +20% fire Changes damage: +20% lightning / +9% darkness / +19% fire / +10% mind / +6% acid Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +10% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak |  Poleriara the elven-silk cloak (23 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes resistances: +19% blight / +19% nature / +3% mind Changes resistances penetration: +5% temporal Physical save: +3 (+1 eff.) Disarm immunity: +10% Life regen: +8.00 Only die when reaching: -84.29 life Maximum life: +111.00 Healing mod.: +34% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Dayum (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Damage when hit (Melee): 8 nature Changes resistances: +141% acid / +15% cold / +17% blight / +15% all Changes damage: +86% acid Critical mult.: +5.00% Life regen: +4.30 Maximum life: +100.00 Mindpower: +10 (+2 eff.) Healing mod.: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  healing infusion of the psychic (heal 294; cd 13) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 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. | 
|  movement infusion of the psychic (speed 1058%; cd 17) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 1058% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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. | 
|  movement infusion of the psychic (speed 786%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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. | 
|  movement infusion of the psychic (speed 786%; cd 18) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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. | 
|  movement infusion of the psychic (speed 736%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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. | 
|  movement infusion of the sneak (speed 905%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 905% 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 Cunning 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. | 
|  movement infusion of the titan (speed 674%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% 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 Constitution 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. | 
|  movement infusion of the warrior (speed 737%; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 737% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 503; 13 cd) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. 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. | 
|  regeneration infusion of the psychic (heal 695; 17 cd) 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 695 life over 5 turns. 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. | 
|  regeneration infusion of the psychic (heal 671; 15 cd) 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 671 life over 5 turns. 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. | 
|  regeneration infusion of the psychic (heal 484; 16 cd) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. 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. | 
|  regeneration infusion of the sneak (heal 444; 17 cd) 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Cunning 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. | 
|  regeneration infusion of the sneak (heal 712; 13 cd) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 712 life over 5 turns. Its effects scale with your Cunning 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. | 
|  regeneration infusion of the titan (heal 446; 15 cd) 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Constitution 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. | 
|  wild infusion of the sneak (res 38%; magical; dur 4; cd 16) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. | 
|  wild infusion of the warrior (res 25%; mental; dur 2; cd 10) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Prismatic Rune (6 turns; physical, cold, light, nature) 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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 cold, 5 light, 5 nature 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. | 
|  shielding rune of the sneak (absorb 332; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 332 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Taint of Purging (5 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. | 
|  Scroll of Summoning (Limmir the Jeweler) Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! | 
|  Anykor the gold amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +2 Mag / +4 Wil / +5 Con Changes resistances: +9% blight / +5% arcane / +18% nature Reduces incoming crit damage: 10.00% Mental save: +11 (+3 eff.) Confusion immunity: +18% Mindpower: +11 (+3 eff.) See invisible: +6 Amulets make your neck look great! | 
|  Betheredamira Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Changes stats: +10 Con Changes resistances: +21% lightning Critical mult.: +21.07% Spell save: +15 (+5 eff.) Confusion immunity: +21% Only die when reaching: -80.00 life Maximum psi: +30.00 Amulets make your neck look great! | 
|  Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.6 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 392 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  Emelurith the Vilecut Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +4 Wil Changes resistances: +21% nature Changes resistances penetration: +26% nature / +15% cold Changes damage: +27% lightning Talent mastery: +0.34 Wild-gift / Summoning (melee) Light radius: +3 Amulets make your neck look great! | 
|  Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. | 
|  Growthsquall Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 4 mind Changes resistances: +6% nature Changes resistances penetration: +25% nature Changes damage: +3% mind Blindness immunity: +16% Maximum stamina: +30.00 Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! | 
|  Hellobeisance the voratun amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +13 Dex / +6 Mag / +10 Cun / +17 Con Changes damage: +3% fire Talent mastery: +0.40 Wild-gift / Summoning (augmentation) Physical save: +19 (+6 eff.) Spell save: +15 (+5 eff.) Life regen: +16.00 Stamina each turn: +1.50 Maximum life: +80.00 Light radius: +4 Movement speed: +10% Amulets make your neck look great! | 
|  Islygawen Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +3 Dex / +3 Mag / +8 Con Changes damage: +27% arcane Reduces incoming crit damage: 15.00% Life regen: +4.00 Amulets make your neck look great! | 
|  Issulazor the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Damage when hit (Melee): 2 acid Changes stats: +3 Dex Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +5% acid Amulets make your neck look great! | 
|  Kindlemight the steel amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +9 Cun Changes resistances: +16% nature / +16% blight Changes resistances penetration: +10% light / +10% mind Changes damage: +12% mind Poison immunity: +25% Disease immunity: +31% Mindpower: +15 (+4 eff.) Amulets make your neck look great! | 
|  Nimbuspride Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 10 lightning Changes resistances: +27% lightning Changes damage: +21% lightning Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Amulets make your neck look great! | 
|  Sootdare the steel amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% blight / +7% physical / +20% light / +18% darkness Spell save: +6 (+2 eff.) Blindness immunity: +23% Stamina each turn: +0.40 Amulets make your neck look great! | 
|  The Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 4.0 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. | 
|  Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. | 
|  Wildprophet the stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 10 mind Changes stats: +9 Cun / +1 Mag Changes damage: +18% nature Reduces incoming crit damage: 15.00% Life regen: +5.00 Amulets make your neck look great! | 
|  Windreign the gold amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +3 Cun Changes resistances: +3% blight / +12% light / +16% darkness Changes resistances penetration: +5% blight Changes damage: +6% blight Blindness immunity: +52% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  cleansing copper amulet of healing Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +14% nature / +11% blight Poison immunity: +23% Disease immunity: +21% Cut immunity: +50% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 290 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  gold amulet 'Dazzlepulverizer' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str Changes resistances: +12% acid Changes resistances penetration: +10% light / +10% acid Changes damage: +6% acid / +5% physical Cut immunity: +50% Light radius: +1 Combat speed: +10% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 376 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  starlit steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +16% light / +15% darkness Blindness immunity: +20% Amulets make your neck look great! | 
|  steel amulet 'Brandtooth' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Changes stats: +10 Lck / +3 Wil Changes damage: +18% fire Reduce all damage from unseen attackers: 21% Amulets make your neck look great! | 
|  steel amulet 'Chillkill' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +9 Str / +12 Dex / +4 Mag / +7 Wil / +7 Con Changes resistances: +6% fire Changes damage: +6% cold Amulets make your neck look great! | 
|  voratun amulet 'Prismravage' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 blight / 10 cold Changes resistances: +15% light Changes resistances penetration: +15% light / +26% blight Changes damage: +18% blight / +12% cold / +12% light Life regen: +5.00 Amulets make your neck look great! | 
|  voratun amulet 'Splendourstun' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +7 Str / +10 Dex / +6 Wil Changes resistances: +15% light / +9% temporal Changes damage: +6% light Reduces incoming crit damage: 15.00% Pinning immunity: +20% Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Aerewen Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Changes resistances: +24% nature / +6% fire Changes damage: +12% nature Physical save: +6 (+2 eff.) Blindness immunity: +20% Pinning immunity: +20% Only die when reaching: -80.00 life Rings make your fingers look great! | 
|  Aerihor the Shiverthorn Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +8 Dex / +7 Wil Changes resistances penetration: +15% mind / +5% blight Changes damage: +21% blight / +3% cold Mental save: +14 (+4 eff.) Stun/Freeze immunity: +36% Life regen: +5.00 Rings make your fingers look great! | 
|  Beridin the stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Changes stats: +8 Cun / +8 Wil Changes resistances: +24% acid Reduces incoming crit damage: 15.00% Maximum hate: +10.00 Mindpower: +13 (+3 eff.) Rings make your fingers look great! | 
|  Brodyhor the Growire Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +26% nature Disarm immunity: +38% Pinning immunity: +46% Knockback immunity: +47% Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +49.00 Spellpower: +31 (+8 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  Camerand Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex Changes resistances: +5% arcane / +9% temporal Changes damage: +18% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! | 
|  Cloudnoon the steel ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% lightning / +3% cold / +10% arcane Changes resistances penetration: +20% lightning Changes damage: +10% arcane / +3% cold Spell save: +12 (+4 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +24% Maximum stamina: +16.00 Rings make your fingers look great! | 
|  Dairoyayon the Boltswift Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% acid / +24% lightning Spell save: +15 (+5 eff.) Stun/Freeze immunity: +26% Life regen: +8.00 Only die when reaching: -80.00 life Rings make your fingers look great! | 
|  Emelaleriada Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Mag Changes resistances: +3% cold Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +22% Poison immunity: +20% Disease immunity: +10% Spellpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +10 See invisible: +5 Healing mod.: +15% Rings make your fingers look great! | 
|  Flameraider the voratun ring Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +15 (+5 eff.) Damage when hit (Melee): 4 fire Changes stats: +9 Str / +13 Dex / +15 Cun / +7 Con Changes damage: +6% blight Mana when firing critical spell: +2.00 Spell crit. chance: +5% Rings make your fingers look great! | 
|  Glory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. | 
|  Gyroddagund Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Physical power: +11 (+4 eff.) Damage when hit (Melee): 6 mind / 6 temporal Changes stats: +4 Dex Changes damage: +21% physical / +6% all Stamina each turn: +3.00 Only die when reaching: -60.00 life Spellpower: +11 (+2 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! | 
|  Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
|  Isluwe the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +8 Con Changes resistances: +12% mind Physical save: +13 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +14 (+4 eff.) Light radius: +3 Rings make your fingers look great! | 
|  Ivana the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +5 Dex Changes resistances: +5% arcane Changes damage: +6% mind Critical mult.: +15.00% Mindpower: +30 (+7 eff.) Mental crit. chance: +8% Rings make your fingers look great! | 
|  Mayoreth Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +20 (+7 eff.) Changes stats: +3 Str / +8 Dex Changes resistances penetration: +25% temporal Mental save: +15 (+4 eff.) Confusion immunity: +42% Stun/Freeze immunity: +20% Rings make your fingers look great! | 
|  Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
|  Relgasta the voratun ring Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 6 physical Changes stats: +1 Str / +9 Dex / +8 Wil / +14 Cun / +10 Con Changes resistances: +2% physical Changes damage: +9% mind Physical save: +20 (+6 eff.) Only die when reaching: -60.00 life Mindpower: +12 (+3 eff.) Rings make your fingers look great! | 
|  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.65 cold and 25.70 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. | 
|  Zubyrana Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +17 Changes stats: +6 Dex Changes resistances: +21% darkness / +15% fire Physical save: +19 (+6 eff.) Confusion immunity: +20% Only die when reaching: -83.52 life Healing mod.: +15% Rings make your fingers look great! | 
|  copper ring 'Brenylar' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +12 (+3 eff.) Mental crit. chance: +4% Rings make your fingers look great! | 
|  copper ring 'Islylelle' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag / +1 Con Spell save: +9 (+3 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings make your fingers look great! | 
|  gladiator's copper ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Defense: +7 (+1 eff.) Changes stats: +4 Str / +4 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! | 
|  gladiator's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +8 Str / +8 Con Life regen: +10.00 Maximum life: +60.00 Healing mod.: +14% Rings make your fingers look great! | 
|  gold ring 'Tempestlace' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% blight / +15% temporal / +32% nature / +5% arcane Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +16% nature / +21% light Light radius: +2 Rings make your fingers look great! | 
|  hmmm Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +4 Changes stats: +5 Str / +10 Dex / +7 Wil / +18 Cun Changes resistances: +13% blight / +40% cold / +13% nature / +6% fire Changes damage: +9% lightning / +20% cold Poison immunity: +30% Disease immunity: +19% Mindpower: +15 (+4 eff.) Rings make your fingers look great! | 
|  mule's copper ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Life regen: +5.00 Maximum life: +42.00 Healing mod.: +12% Rings make your fingers look great! | 
|  pixie's steel ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 41 Damage (Melee): 15 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 41 Damage (Ranged): 5 physical Changes stats: +4 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. 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! | 
|  rogue's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun Changes resistances: +26% acid / +17% fire / +22% lightning / +18% cold Rings make your fingers look great! | 
|  savior's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +10 (+3 eff.) Life regen: +13.00 Maximum life: +46.00 Healing mod.: +18% Rings make your fingers look great! | 
|  steel ring 'Gilulathastir' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% cold / +35% fire Changes damage: +13% fire Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Disarm immunity: +20% Life regen: +4.00 Rings make your fingers look great! | 
|  stralite ring 'Chargepanic' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% fire Changes resistances penetration: +25% lightning / +20% cold Changes damage: +30% lightning / +18% fire / +24% darkness / +15% cold Rings make your fingers look great! | 
|  stralite ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +9.00 Maximum life: +40.00 Healing mod.: +18% Rings make your fingers look great! | 
|  titan's copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+2 eff.) Rings make your fingers look great! | 
|  voratun ring 'Mayawen' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +15 Cun / +16 Wil Changes resistances: +40% acid / +3% fire Changes damage: +20% acid Mental save: +15 (+4 eff.) Disarm immunity: +24% Confusion immunity: +68% Teleport immunity: +10% Mindpower: +27 (+6 eff.) Rings make your fingers look great! | 
|  warrior's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! | 
|  warrior's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! | 
|  Shantiz the Stormblade (15-20 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. | 
|  Deladin the pulsing mindstar (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% acid / +15% fire Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Mindpower: +38 (+8 eff.) Mental crit. chance: +4% Healing mod.: +20% 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. | 
|  Eyal's Will (22-24 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 98.80 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. | 
|  Porybreda (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +29 (+7 eff.) Changes stats: +2 Con Changes resistances: +6% arcane / +6% mind / +12% light Changes damage: +16% lightning / +10% cold / +24% mind / +13% physical Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Pinning immunity: +40% Teleport immunity: +20% Psi when firing a critical mind attack: +5.00 Mindpower: +27 (+6 eff.) Mental crit. chance: +11% 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. | 
|  Scaldreeve the living mindstar (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 lightning / 15 mind / 12 darkness Changes stats: +7 Str / +12 Dex / +7 Mag / +10 Wil / +6 Cun / +7 Con Changes resistances: +8% blight / +6% fire / +20% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning / +10% nature / +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +27 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. | 
|  living mindstar 'Furnaceshaper' (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +4 temporal When wielded/worn: Armour: +13 Damage (Melee): 17 cold Changes stats: +6 Wil Changes resistances: +15% temporal / +19% cold / +12% fire Changes resistances penetration: +10% temporal / +10% cold Changes damage: +20% cold Talent granted: +1 Attune Mindstar Spell save: +8 (+3 eff.) Life regen: +2.00 Maximum life: +36.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  living mindstar 'Polirin' (18-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Damage (Melee): 12 physical Changes resistances: +9% light / +16% physical Changes resistances penetration: +10% physical / +7% mind / +9% darkness Changes damage: +13% physical / +19% mind / +22% darkness Talent granted: +1 Attune Mindstar Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +15% 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. | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Cute Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +15 (+5 eff.) Armour: +14 Defense: +46 (+10 eff.) Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +6% light Critical mult.: +15.00% Trap disarming bonus: +27 Stealth bonus: +28 Physical save: +35 (+10 eff.) Mindpower: +12 (+3 eff.) Infravision radius: +6 A belt that goes around your waist. | 
|  Lightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. | 
|  drakeskin leather belt 'Gleamoracle' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +10 Damage when hit (Melee): 8 light Changes stats: +6 Str / +6 Con Changes resistances: +24% cold Changes damage: +15% darkness Physical save: +15 (+5 eff.) Blindness immunity: +21% Only die when reaching: -83.52 life Maximum life: +60.00 Light radius: +3 Size category: +1 A belt that goes around your waist. | 
|  drakeskin leather belt 'Windrip' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 2 nature / 2 temporal Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +15% blight / +6% temporal / +6% nature Changes resistances penetration: +17% physical Changes damage: +6% temporal / +22% physical Damage against: +38% Summoned Reduced damage from: +38% Summoned Mental save: +15 (+4 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. | 
|  Arerin (3 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +5 Wil / +4 Cun / +4 Con Changes resistances: +7% acid / +8% fire / +10% lightning / +9% cold Spell save: +19 (+7 eff.) Only die when reaching: -20.00 life Maximum life: +20.00 Mental crit. chance: +8% Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Dourvalor (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+9 eff.) Defense: +3 (+0 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to reduce damage dealt by 33% Changes stats: +3 Str / +3 Dex / +3 Cun / +4 Con Changes resistances: +9% light / +3% darkness Changes resistances penetration: +5% darkness / +5% lightning Changes damage: +6% lightning Maximum life: +103.00 Maximum stamina: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. | 
|  Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 43 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
|  Mukath the Morningvenom (0 def, 14 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -10% Effects on melee hit: * 20 arcane resource burn * 24% chance to reduce armor by 17% Damage when hit (Melee): 4 acid Changes stats: +6 Con / +6 Wil Changes resistances: +6% lightning / +24% fire / +15% cold Changes resistances penetration: +10% physical Maximum encumbrance: +47 Physical save: +15 (+5 eff.) Spell save: +3 (+1 eff.) Mindpower: +9 (+2 eff.) Light radius: +4 Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  Furnacepiercer (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 fire Changes stats: +5 Str / +5 Con Changes resistances: +23% nature / +15% mind Changes damage: +6% mind Physical save: +13 (+5 eff.) Spell save: +17 (+6 eff.) Mental save: +13 (+3 eff.) Equilibrium when hit: +0.12 Maximum life: +173.00 Maximum psi: +30.00 Mindpower: +15 (+4 eff.) Healing mod.: +35% It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Healsun (8 def, 12 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +9 Dex Changes resistances: +6% nature / +24% darkness / +6% all Changes resistances penetration: +10% nature / +5% arcane Changes damage: +9% arcane Physical save: +12 (+4 eff.) Stamina when hit: +2.60 Equilibrium when hit: +3.00 Infravision radius: +8 A cap made of leather. | 
|  Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. | 
|  4 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. | 
|  1587 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. | 
|  3 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  3 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. | 
|  3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 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. | 
|  8 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  Corruptionseam (dig speed 7 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +17 (+6 eff.) Effects on melee hit: * 10% chance to slow global speed by 70% Changes stats: +3 Str / +3 Dex Changes resistances: +6% blight / +6% cold / +5% arcane / +6% darkness Critical mult.: +16.00% Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  3 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+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. | 
|  5 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(159 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Crystal Heart Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| PlumpkinPlumpkin Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 85 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  Petrified Wood Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  50 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  12 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (2/2) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 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. | 
|  Hileg [power 370]  (1/13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Armour: +4 Defense: +25 (+6 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +5 Dex Changes resistances: +5% physical Changes damage: +18% physical Maximum stamina: +31.03 It can be used to blast the opponent's mind dealing 440 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  Honeywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+4 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. | 
|  The Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 70% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
|  Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. | 
|  supercharged dragonbone totem of healing [power 776]  (1/17 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 776 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. | 
|  11 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  9 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  10 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 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 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 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. | 
|  9 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. | 
|  4 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. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Save the Dwarf Summoner level 40
17th Stralite 124th year of Ascendancy at 07:04 see stats
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Save the Dwarf Summoner level 50
29th Dearth 125th year of Ascendancy at 15:03 see stats
 Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Save the Dwarf Summoner level 40
6th Gold 124th year of Ascendancy at 02:46 see stats
 Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Save the Dwarf Summoner level 21
15th Shortage 122nd year of Ascendancy at 19:15 see stats
 Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Save the Dwarf Summoner level 50
24th Iron 125th year of Ascendancy at 13:41 see stats
 Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Save the Dwarf Summoner level 43
1st Acquisition 124th year of Ascendancy at 00:00 see stats
 Catch that Plumpkin! (Insane (Roguelike) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Insane (Roguelike) difficulty)
			Finish the Plumpkin event.By Save the Dwarf Summoner level 33
45th Dearth 123rd year of Ascendancy at 23:12 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Save the Dwarf Summoner level 21
4th Shortage 122nd year of Ascendancy at 17:23 see stats
 Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Save the Dwarf Summoner level 42
1st Voratun 124th year of Ascendancy at 00:50 see stats
 Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Save the Dwarf Summoner level 34
10th Iron 124th year of Ascendancy at 01:32 see stats
 Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Save the Dwarf Summoner level 26
25th Steel 123rd year of Ascendancy at 05:24 see stats
 Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Save the Dwarf Summoner level 50
27th Loss 125th year of Ascendancy at 00:03 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Save the Dwarf Summoner level 22
24th Shortage 122nd year of Ascendancy at 04:47 see stats
 Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Save the Dwarf Summoner level 32
16th Gold 123rd year of Ascendancy at 18:37 see stats
 Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Save the Dwarf Summoner level 50
13rd Steel 125th year of Ascendancy at 20:05 see stats
 Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Save the Dwarf Summoner level 50
18th Loss 125th year of Ascendancy at 17:30 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 Save the Dwarf Summoner level 10
2nd Acquisition 122nd year of Ascendancy at 01:49 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 Save the Dwarf Summoner level 20
35th Dearth 122nd year of Ascendancy at 14:17 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Save the Dwarf Summoner level 30
38th Steel 123rd year of Ascendancy at 16:25 see stats
 Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Save the Dwarf Summoner level 40
4th Gold 124th year of Ascendancy at 20:26 see stats
 Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Save the Dwarf Summoner level 50
22nd Iron 125th year of Ascendancy at 13:04 see stats
 Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Save the Dwarf Summoner level 50
1st Loss 125th year of Ascendancy at 08:10 see stats
 Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Save the Dwarf Summoner level 50
31st Profit 125th year of Ascendancy at 08:25 see stats
 Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Save the Dwarf Summoner level 32
43rd Stralite 123rd year of Ascendancy at 14:40 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Save the Dwarf Summoner level 50
15th Steel 125th year of Ascendancy at 12:51 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Save the Dwarf Summoner level 28
29th Steel 123rd year of Ascendancy at 23:26 see stats
 Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Save the Dwarf Summoner level 42
24th Voratun 124th year of Ascendancy at 17:39 see stats
 Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Save the Dwarf Summoner level 5
18th Voratun 122nd year of Ascendancy at 15:44 see stats
 Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Save the Dwarf Summoner level 50
27th Loss 125th year of Ascendancy at 00:02 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Save the Dwarf Summoner level 8
30th Voratun 122nd year of Ascendancy at 07:16 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Save the Dwarf Summoner level 50
17th Loss 125th year of Ascendancy at 00:56 see stats
 The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Save the Dwarf Summoner level 32
2nd Dearth 123rd year of Ascendancy at 05:44 see stats
 The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By Save the Dwarf Summoner level 50
27th Loss 125th year of Ascendancy at 00:03 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 Save the Dwarf Summoner level 11
9th Wealth 122nd year of Ascendancy at 06:51 see stats
 The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By Save the Dwarf Summoner level 30
39th Steel 123rd year of Ascendancy at 03:48 see stats
 There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Save the Dwarf Summoner level 45
32nd Profit 124th year of Ascendancy at 07:15 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Save the Dwarf Summoner level 25
16th Iron 123rd year of Ascendancy at 09:53 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Save the Dwarf Summoner level 20
45th Dearth 122nd year of Ascendancy at 10:18 see stats
 Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Save the Dwarf Summoner level 50
26th Iron 126th year of Ascendancy at 17:02 see stats
 Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Save the Dwarf Summoner level 39
4th Gold 124th year of Ascendancy at 18:17 see stats
Log
Burning from Atamathon the Giant Golem hits Save for (63 antimagic), 22 fire (22 total damage).
3-headed hydra breathes acid!
3-headed hydra hits Atamathon the Giant Golem for 251 acid damage.
Atamathon the Giant Golem uses Crush.
Save shrugs off the effect 'Pinned to the ground'!
Atamathon the Giant Golem hits Save for (63 antimagic), 1152 fire (1152 total damage).
Melee retaliation hits Atamathon the Giant Golem for 0 temporal, 3 nature, 2 cold, 1 mind (5 total damage).
LIFE LOST WARNING!
Atamathon the Giant Golem's fire burn area effect hits Save for (63 antimagic), 90 fire (90 total damage).
Atamathon the Giant Golem is less vulnerable to nature.
Save can move freely once more.
Talent Infusion: Primal is ready to use.
Talent Turtle is ready to use.
Burning from Atamathon the Giant Golem hits Save for (63 antimagic), 45 fire (45 total damage).
Atamathon the Giant Golem rushes out!
Save instinctively hardens his skin and ignores the attack!
Save repels an attack from Atamathon the Giant Golem.
Save uses Infusion: Primal.
Save attunes to the wild.
Save HEALS from  fire  damage!
Atamathon the Giant Golem's fire burn area effect hits Save for (63 antimagic), 90 fire, 200 healing (90 total damage) [200 healing].
Save gains 6% of a turn from Ancestral Life.
Atamathon the Giant Golem is less vulnerable to cold.
Atamathon the Giant Golem casts Eye Beam.
Atamathon the Giant Golem says: 'DESTROY!'
Atamathon the Giant Golem hits Save for (63 antimagic), 860 fire (860 total damage).
Save the level 50 dwarf summoner was roasted to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
























































