











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Exploration | 
| Sex | Female | 
| Race | Ogre | 
| Class | Bulwark | 
| Level / Exp | 34 / 84% | 
| Size | gargantuan | 
| Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 76th Pyre 122nd year of Ascendancy at 18:44/ 22 Killed by Khejaseri the shalore at level 10 on the 49th Dusk 122nd year of Ascendancy at 10:05 Killed by ultimate gwelgoroth at level 14 on the 60th Haze 122nd year of Ascendancy at 07:39 Killed by greater gwelgoroth at level 14 on the 60th Haze 122nd year of Ascendancy at 11:28 Killed by abyssal horror at level 17 on the 6th Decay 122nd year of Ascendancy at 13:42 Killed by fearful symmetry at level 18 on the 8th Decay 122nd year of Ascendancy at 08:47 Killed by luminous horror at level 18 on the 8th Decay 122nd year of Ascendancy at 10:20 Killed by luminous horror at level 18 on the 8th Decay 122nd year of Ascendancy at 12:37 Killed by Weirdling Beast at level 18 on the 8th Decay 122nd year of Ascendancy at 20:20 Killed by Weirdling Beast at level 18 on the 8th Decay 122nd year of Ascendancy at 21:40 Killed by Weirdling Beast at level 18 on the 9th Decay 122nd year of Ascendancy at 01:02 Killed by Weirdling Beast at level 18 on the 9th Decay 122nd year of Ascendancy at 02:29 Killed by Weirdling Beast at level 18 on the 9th Decay 122nd year of Ascendancy at 04:58 Killed by snow giant thunderer at level 22 on the 4th Pyre 123rd year of Ascendancy at 14:48 Killed by Cyridhena the rogue at level 29 on the 6th Dusk 123rd year of Ascendancy at 21:36 Killed by Celia at level 30 on the 4th Haze 123rd year of Ascendancy at 19:07 Killed by Celia at level 30 on the 4th Haze 123rd year of Ascendancy at 19:07 Killed by Celia at level 30 on the 4th Haze 123rd year of Ascendancy at 21:53 Killed by Celia at level 30 on the 4th Haze 123rd year of Ascendancy at 21:53 Killed by ghast at level 31 on the 70th Haze 123rd year of Ascendancy at 22:30 Killed by orc necromancer at level 31 on the 73rd Haze 123rd year of Ascendancy at 22:29 Killed by orc master wyrmic at level 34 on the 22nd Regrowth 124th year of Ascendancy at 11:17 | 
Primary Stats
| Strength | 147 (base 60) | 
| Dexterity | 56 (base 44) | 
| Constitution | 50 (base 40) | 
| Magic | 15 (base 10) | 
| Willpower | 12 (base 10) | 
| Cunning | 21 (base 10) | 
Resources
| Life | 1654/1654 | 
| Stamina | 124/124 | 
| Healing Factor | 1.7786847857241 | 
| Regeneration | 11.859464365175 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 2 | 
Offense: Mainhand
| Damage | 238 | 
| Accuracy | 83 | 
| Crit Chance | 25% | 
| APR | 20 | 
| Speed | 1.11 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 13 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 15 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +3% | 
| Blight | +9% | 
| Physical | +29% | 
| All | 0% | 
| Lightning | +9% | 
| Light | +13% | 
| Temporal | +9% | 
| Darkness | +3% | 
| Nature | +8% | 
Offense: Damage Penetration
| Lightning | +20% | 
| Cold | +10% | 
| Physical | +17% | 
Defense: Base
| Armour (hardiness) | 106.88056643481 (96.438666929426%) | 
| Defense | 41 | 
| Ranged Defense | 44 | 
| Fatigue | 0 | 
| Physical Save | 66 | 
| Spell Save | 46 | 
| Mental Save | 42 | 
Defense: Resistances
| Acid | + 21%( 70%) | 
| Physical | + 31%( 70%) | 
| Cold | + 26%( 70%) | 
| All | + 13%( 70%) | 
| Darkness | + 27%( 70%) | 
| Light | + 3%( 70%) | 
| Lightning | + 42%( 70%) | 
| Fire | + 35%( 70%) | 
| Nature | + 38%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Confusion Resistance | 10% | 
| Pinning Resistance | 100% | 
| Disarm Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 50% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 15 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 412 damage for 5 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 11 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Warcries | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Battle tactics | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield defense | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Technique / Conditioning | 1.30 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Daunting Presence | 
| talent | Precise Strikes | 
| talent | Shield Wall | 
| talent | Chant of Fortitude | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
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 | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest.Escort: lost sun paladin (level 1 of Old Forest) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell.Escort: lost sun paladin (level 2 of Dreadfell) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves.Escort: lost sun paladin (level 2 of Scintillating Caves) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You failed to protect the lost sun paladin from death by Salegaldarin the lesser vampire.Escort: lost sun paladin (level 3 of Dreadfell) | failed | 
| You failed to protect the lost warrior from death by snow giant thunderer.Escort: lost warrior (level 1 of Daikara) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell.Escort: lost warrior (level 1 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell.Escort: repented thief (level 5 of Dreadfell) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell.Escort: repented thief (level 6 of Dreadfell) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 239. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 6 lumberjacks have died. | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! 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 |  Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
| Light source |  Ulfigagen the Cobraqueen 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Aerarewyn the Nimbuswrither (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +9% blight +9% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Fatigue +5% Resists +10% fire +13% nature +15% cold Phys.save +15 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +13 (+4 eff.) Max.HP +110.00 Heal.mod +30% Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 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. This item has been sent to the Item's Vault. | 
| On hands |  steady hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Radhelathandur the iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Phys.pwr +25 (+5 eff.) Acc +20 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +9 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| On fingers |  marksman's gold ring of luminosity 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag dps ---------- Melee+ 20 light Ranged+ 10 light Dmg.mod +13% light Acc +8 (+2 eff.) Rings make your fingers look great! | 
| Around neck |  copper amulet of dexterity (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! | 
| In main hand |  Lelakor the Coalpunish (62-100 power, 4 apr) 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 darkness +28 cold On Hit.r1 +4 mind While equipped: Stats +4 Cun +12 Str dps ---------- Dmg.mod +21% physical +3% darkness +9% temporal Res.pen +17% physical Acc +40 (+7 eff.) Apr +16 ---------- misc Stam/ret +3.00 Massive two-handed swords. This item has been sent to the Item's Vault. | 
| Around waist |  Lightningquick 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +20% lightning +10% cold Melee Ret 6 lightning ----- def ----- Resists +24% lightning Spell.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
| In off hand |  Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% fire +10% lightning ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. This item has been sent to the Item's Vault. | 
| Cloak |  cashmere cloak 'Zaneharandur' (12 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% Acc +20 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +6% nature Phys.save +7 (+1 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  fearforged iron plate armour of delving (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +7 Fatigue +28% Resists +17% darkness +6% physical -11% light +6% fire Phys.save +5 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. | 
Inventory
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  healing infusion of the warrior (heal 447; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 447 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the warrior (heal 422; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 422 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the warrior (die at -1004; dur 5; cd 32) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1004 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1004 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  blink rune of the psychic (range 3; phase 14; cd 11) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of the Rift (198.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 215.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Dissipation ( ) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Aerawyn 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Mind.crit +3% Crit.mult +29.00% Spell.pwr +12 (+9 eff.) Dmg.mod +10% blight +9% fire +6% mind Acc +7 (+1 eff.) Apr +18 ----- def ----- Armour +6 Defense +7 (+2 eff.) Res.Cap +5% all Phys.save +8 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Amulets make your neck look great! | 
|  Unflinching Eye 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd 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. | 
|  Velymina the stralite amulet 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +5 Mag +7 Cun +5 Con +15 Lck dps ---------- Mov.spd +10% Res.pen +5% temporal Acc +15 (+3 eff.) ----- def ----- Defense +17 (+5 eff.) Fatigue -4% Crit.chn- 10.00% Unseen.red 14% HP.reg +3.00 Blind- +26% ---------- misc Stam/turn +0.90 Infravis +7 Sight +2 See.Invis +13 Amulets make your neck look great! | 
|  Mayunne the copper ring 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Armour +6 Resists +22% acid +3% mind +6% lightning Phys.save +3 (+0 eff.) Disease- +10% Rings make your fingers look great! | 
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! | 
|  Erogen the steel ring 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +24% acid +14% physical +15% mind Res.pen +25% acid ----- def ----- Resists +14% physical ---------- misc Max.hate +6.00 Rings make your fingers look great! | 
|  Nightsong 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd 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. | 
|  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 10.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  steel ring 'Venompanic' 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Res.pen +5% nature Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Mind.save +9 (+3 eff.) Max.HP +23.00 Disarm- +24% Pinning- +25% Knockbk- +24% ---------- misc Psi/ret +0.04 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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! | 
|  Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +12 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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! | 
|  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. | 
|  stralite ring of life 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +69.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! | 
|  Crystal Shard (16-19 power, 4 apr, physical element) 5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+10 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. | 
|  Eclipse (18-22 power, 4 apr, darkness element) 5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+9 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
|  Penitence (15-18 power, 4 apr, lightning element) 5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+10 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
|  Arildathra the Flashreign (20-24 power, 4 apr, lightning element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +17 (+11 eff.) Dmg.mod +32% lightning +9% light +6% mind +20% cold +20% arcane +20% fire ---------- misc Equi/ret +0.24 Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Gale's kiss (20-24 power, 4 apr, acid element) 5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Spell.crit +14% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Spell.pwr +21 (+13 eff.) Dmg.mod +20% acid Res.pen +5% lightning Acc +8 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Resists +6% lightning +3% nature +3% light HP.reg +0.90 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Plague-Fire Sceptre (24-29 power, 4 apr, physical element) 5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+15 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. | 
|  Staff of Bones (20-24 power, 4 apr, darkness element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+12 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. | 
|  Freezepain the elven-wood magestaff (25-30 power, 5 apr, cold element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +12.00% Spell.pwr +12 (+9 eff.) Dmg.mod +55% cold Res.pen +5% lightning Melee Ret 4 nature ----- def ----- Resists +27% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Drake's Bane (45-68 power, 21 apr) 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. | 
|  Baromabers (30-46 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 nature While equipped: Stats +1 Mag +14 Wil +14 Con dps ---------- Crit.mult +15.00% Spell.pwr +15 (+10 eff.) Phasing +30% Acc +13 (+3 eff.) ----- def ----- Defense +14 (+4 eff.) Resists +6% blight +6% temporal Max.HP +63.00 Disarm- +53% Massive two-handed battleaxes. | 
|  Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) 3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. | 
|  Xiwen the stralite battleaxe (44-67 power, 3 apr) 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 blight On Hit.r1 +16 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: ----- def ----- Resists +15% lightning ---------- misc Mana/s.crit +2.00 Massive two-handed battleaxes. | 
|  Spellcrusher (32-48 power, 4 apr) 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. | 
|  Tirakai's Maul (32-42 power, 6 apr) 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. | 
|  Poltergeist's Spectral Blade (26-42 power, 25 apr) 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. | 
|  Shadestun the steel greatsword (26-42 power, 2 apr) 3.0 T2 greatsword 2H weapon [Rare] Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +10.0% Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Armour +4 Defense +30 (+10 eff.) Phys.save +6 (+1 eff.) Massive two-handed swords. | 
|  Spectral Blade (26-42 power, 25 apr) 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. | 
|  Colaryem (48-77 power, 12 apr) 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. | 
|  Searsmash the dwarven-steel greatsword (35-56 power, 6 apr) 3.0 T3 greatsword 2H weapon [Rare] Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Con dps ---------- Crit.mult +5.00% Res.pen +13% physical Acc +10 (+2 eff.) Apr +10 ----- def ----- Resists +12% fire ---------- misc Max.hate +2.00 Massive two-handed swords. | 
|  Glacierumbra the stralite greatsword (46-74 power, 3 apr) 3.0 T4 greatsword 2H weapon [Rare] Nature Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +42 lightning +41 cold On Hit: * 20% chance to reduce armor by 17% While equipped: dps ---------- Mov.spd +50% Res.pen +23% lightning +19% cold Melee Ret 4 nature 6 cold ----- def ----- Resists +27% acid +9% cold Massive two-handed swords. | 
|  thought-forged stralite greatsword of enduring (48-77 power, 3 apr) 3.0 T4 greatsword 2H weapon [Ego+] Nature/Psionic Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 mind On Hit: * 28% chance to reduce all saves and defense by 10 While equipped: Stats +24 Wil +6 Cun +14 Con ----- def ----- Max.HP +104.00 Massive two-handed swords. | 
|  River's Fury (23-32 power, 8 apr) 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+8 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.21 cold damage and 5.43 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. | 
|  Anmalice (47-66 power, 20 apr) 3.0 T4 longsword 1H weapon Reqs Wil 20 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+6 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-14 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. | 
|  Glowmaster (34-48 power, 5 apr) 3.0 T4 longsword 1H weapon [Rare] Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Res.pen +25% light Acc +15 (+3 eff.) ----- def ----- Resists +9% blight +5% arcane +9% darkness Die.at -60.00 life Silence- +10% Knockbk- +20% Sharp, long, and deadly. | 
|  steel waraxe 'Oozeravage' (22-31 power, 3 apr) 3.0 T2 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 acid +8 fire On Hit.r1 +20 acid While equipped: dps ---------- Dmg.mod +27% nature Res.pen +20% fire Melee Ret 4 nature One-handed war axes. | 
|  Blazeransom the stralite waraxe (30-43 power, 5 apr) 3.0 T4 waraxe 1H weapon [Rare] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 fire +20 mind +20 arcane On Crit.r2 +8 fire While equipped: Stats +2 Wil dps ---------- Res.pen +9% physical Acc +18 (+3 eff.) Apr +10 ---------- misc Psi/ret +0.12 One-handed war axes. | 
|  Ivyvena the steel dagger (14-19 power, 8 apr) 1.0 T2 dagger 1H weapon [Rare] Master Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Res.pen +8% physical Acc +23 (+4 eff.) Apr +9 Sharp, short and deadly. | 
|  Spellblaze Shard (20-26 power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
|  Shantiz the Stormblade (15-20 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On 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. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. | 
|  Spelldrinker (27-35 power, 8 apr) 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. | 
|  Star (10-13 power, 0 apr) 1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. | 
|  Star (10-13 power, 0 apr) 1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. | 
|  Blindshear the vined mindstar (4-4 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 arcane While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Melee+ 6 lightning 2 physical 2 fire 4 acid 4 cold Dmg.mod +9% light Melee Ret 2 arcane ----- def ----- Resists +4% lightning +2% physical +3% cold +4% fire +5% arcane +3% acid Mind.save +3 (+1 eff.) Max.HP +13.00 HP.reg +0.70 ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Kinetic Focus (6-7 power, 18 apr, physical damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. | 
|  Poltergeist's Bloomsoul (8-9 power, 13 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) ----- def ----- Armour +2 Resists +2% all HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 13 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. | 
|  Charged Focus (10-11 power, 24 apr, lightning damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+7 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. | 
|  Writhing Essence of Nightmares (15-16 power, 20 apr, darkness damage) 3.0 T3 mindstar 1H weapon Reqs Wil 30 [Unique] Nature/Psionic Power 15.0 - 16.5 Darkness Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+9 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 2.0 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 7.07 darkness damage each turn for 6 turns, and has a 15% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. | 
|  Focus Whip (19-21 power, 7 apr) 3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+7 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. | 
|  Surefire 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. | 
|  Corpsebow 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+8 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. | 
|  Merkul's Second Eye 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  Bileworth 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% Ranged+ +26 nature On Crit: * silences the target While equipped: Stats +2 Wil +6 Cun +6 Con dps ---------- Phys.spd +10% Res.pen +27% nature ----- def ----- Resists +9% nature ---------- misc Max.hate +4.00 Masteries +0.30 Wild-gift/Fungus Regenerate 144 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. | 
|  elven-wood longbow 'Beloretira' 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Range +9 Ranged+ +17 lightning While equipped: Stats +4 Str +8 Dex dps ---------- Phys.crit +3.0% Dmg.mod +24% lightning +6% physical Res.pen +11% physical Acc +18 (+3 eff.) ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. | 
|  Eldoral Last Resort 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. | 
|  Hare-Skin Sling 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  Wrathroot's Barkwood (9 def, 10 armour, 23-32 power, 60 block) 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 23.0 - 32.2 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. | 
|  dwarven-steel shield 'Glorekira' (0 def, 21 armour, 28-34 power, 126 block) 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +126 On Hit: * 18% chance to reduce armor by 17% While equipped: dps ---------- Melee+ 7 acid Melee Ret 5 acid ----- def ----- Armour +21 Fatigue +8% Max.HP +40.00 Poison- +20% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  warded dwarven-steel shield of shrapnel (0 def, 6 armour, 29-35 power, 80.5 block) 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 287 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Wards +4 lightning +3 temporal +5 darkness +5 fire +5 nature +4 blight +4 cold +6 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. | 
|  Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. | 
|  swashbuckler's stralite shield of shrapnel (0 def, 8 armour, 47-56 power, 138.5 block) 7.0 T4 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 While equipped: Stats +6 Str +6 Dex dps ---------- Acc +15 (+3 eff.) On shield block: * Cause enemies within radius 6 to bleed for 287 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Blindpiety (3 def, 4 armour) 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +15% temporal +13% light +9% arcane Res.pen +15% light ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +15% temporal +7% darkness +8% light +5% arcane +11% all Spell.save +20 (+6 eff.) Max.HP +44.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Xivea (0 def, 0 armour) 2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Dmg.mod +14% physical ----- def ----- Resists +6% lightning +21% darkness +8% fire +11% all +14% physical +8% blight +8% cold +13% mind +7% light Phys.save +26 (+6 eff.) Spell.save +40 (+13 eff.) Mind.save +35 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Yeek-fur Robe (10 def, 5 armour) 2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+7 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+3 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. | 
|  Salywyn (0 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +8 Str +6 Mag +6 Wil +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Dmg.mod +17% lightning +9% physical +14% nature +22% cold ----- def ----- Resists +31% lightning +9% cold +13% all Die.at -80.00 life Poison- +32% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  stargazer's silk robe of power (0 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +19 (+12 eff.) Dmg.mod +10% darkness +5% light +13% all ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Erilach (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% nature +17% cold +12% mind +24% physical ----- def ----- Resists +3% acid +24% physical +3% darkness +25% cold +3% nature +15% all Poison- +31% Disease- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Behemoth Hide (4 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... | 
|  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  Iron Mail of Bloodletting (2 def, 4 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
|  Iron Mail of Bloodletting (2 def, 4 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
|  Thalore-Wood Cuirass (4 def, 12 armour) 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. | 
|  Revenant (8 def, 20 armour) 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. | 
|  Cuirass of the Thronesmen (20 def, 32 armour) 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+6 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. | 
|  Tarrasca (0 def, 50 armour) 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. | 
|  rough leather belt 'Isera' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +12% fire Spell.save +3 (+1 eff.) Max.HP +33.00 Heal.mod +5% A belt that goes around your waist. | 
|  Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 137, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
|  Destala's Scales (10 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+5 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. | 
|  Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. | 
|  Blindlord (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% physical Res.pen +10% physical Acc +5 (+1 eff.) Melee Ret 10 darkness ----- def ----- Armour +1 Phys.save +3 (+0 eff.) ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. | 
|  Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Boltrage the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Spell.pwr +6 (+5 eff.) Dmg.mod +9% lightning Res.pen +25% lightning Apr +7 ----- def ----- Armour +3 Resists +6% light Phys.save +14 (+3 eff.) Mind.save +15 (+5 eff.) A pair of boots made of leather. | 
|  pair of hardened leather boots 'Eilinogatira' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Con +8 Lck dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% physical Acc +20 (+4 eff.) ----- def ----- Armour +3 Stealth +6 ---------- misc Stam/turn +3.00 A pair of boots made of leather. | 
|  Uredunahell (0 def, 5 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +14 Lck +6 Dex dps ---------- Spell.pwr +30 (+17 eff.) S.pwr/crit +6 Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +5 Stealth +15 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 A pair of boots made of leather. | 
|  Crystle's Astral Bindings (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
|  Wyrmbreath (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 332.30 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. | 
|  Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Spellhunt Remnants (2 def, 3 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+5 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. | 
|  Spellhunt Remnants (2 def, 3 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+5 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. | 
|  Isselathadil (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +1 Dex dps ---------- Mind.crit +2% Mind.pwr +6 (+5 eff.) Dmg.mod +12% lightning +12% cold +7% mind ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +18% cold +10% mind Phys.save +6 (+1 eff.) Mind.save +8 (+2 eff.) Die.at -80.00 life ---------- misc Max.psi +16.00 A pointy cloth hat, very wizardly... | 
|  hardened leather cap 'Deepsvortex' (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +9 Mag +7 Wil dps ---------- Res.pen +10% arcane Melee Ret 6 darkness ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+2 eff.) ---------- misc Infravis +1 A cap made of leather. | 
|  Crown of Command (3 def, 6 armour) 3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  11 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  7 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  10 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. | 
|  14 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  6 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. | 
|  8 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  11 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  5 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Disease- +15% Item imbue powers: 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. It was changed by the digestive sack. | 
|  2 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  275 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Splendourwyrd the alchemist's lamp 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Dmg.mod +9% light Res.pen +15% light Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +8% blight Mind.save +5 (+1 eff.) HP.reg +6.00 ---------- misc Light +5 See.Stealth +13 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  dwarven-steel pickaxe 'Beyhor' (dig speed 15 turns) 3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +6% physical ---------- misc Stam/turn +3.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's dwarven-steel pickaxe (dig speed 22 turns) 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Gwai's Burninator =No equipt use= 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 330.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Telekinetic Core 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 41 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  Lightbringer's Wand 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 89 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. | 
|  Forbidden Tome: "The Day It Came" 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
Achievements
 A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.By Storage the Ogre Bulwark level 33
7th Regrowth 124th year of Ascendancy at 16:55 see stats
 A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Storage the Ogre Bulwark level 21
73rd Regrowth 123rd year of Ascendancy at 13:21 see stats
 Against all odds (Exploration mode)
			Killed Ukruk in the ambush.
			Against all odds (Exploration mode)
			Killed Ukruk in the ambush.By Storage the Ogre Bulwark level 33
5th Regrowth 124th year of Ascendancy at 00:40 see stats
 Anti-Antimagic! (Exploration mode)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Exploration mode)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Storage the Ogre Bulwark level 29
74th Pyre 123rd year of Ascendancy at 18:54 see stats
 Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.
			Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.By Storage the Ogre Bulwark level 27
33rd Pyre 123rd year of Ascendancy at 04:30 see stats
 Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Storage the Ogre Bulwark level 14
55th Haze 122nd year of Ascendancy at 02:40 see stats
 Earth Master (Exploration mode)
			Killed Harkor'Zun.
			Earth Master (Exploration mode)
			Killed Harkor'Zun.By Storage the Ogre Bulwark level 22
5th Pyre 123rd year of Ascendancy at 02:51 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Storage the Ogre Bulwark level 16
4th Decay 122nd year of Ascendancy at 10:36 see stats
 Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Storage the Ogre Bulwark level 28
52nd Pyre 123rd year of Ascendancy at 22:38 see stats
 Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Storage the Ogre Bulwark level 19
6th Allure 123rd year of Ascendancy at 03:17 see stats
 Is that how it feels to be an escort quest?! (Exploration mode)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Exploration mode)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Storage the Ogre Bulwark level 30
31st Dusk 123rd year of Ascendancy at 06:39 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Storage the Ogre Bulwark level 10
2nd Flare 122nd year of Ascendancy at 11:46 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Storage the Ogre Bulwark level 20
17th Regrowth 123rd year of Ascendancy at 08:42 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Storage the Ogre Bulwark level 30
19th Dusk 123rd year of Ascendancy at 01:32 see stats
 Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Storage the Ogre Bulwark level 26
27th Pyre 123rd year of Ascendancy at 16:00 see stats
 Size is everything (Exploration mode)
			Did over 1500 damage in one attack.
			Size is everything (Exploration mode)
			Did over 1500 damage in one attack.By Storage the Ogre Bulwark level 24
10th Pyre 123rd year of Ascendancy at 08:07 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Storage the Ogre Bulwark level 18
1st Allure 123rd year of Ascendancy at 22:58 see stats
 Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.By Storage the Ogre Bulwark level 21
73rd Regrowth 123rd year of Ascendancy at 13:21 see stats
 That was close (Exploration mode)
			Killed your target while having only 1 life left.
			That was close (Exploration mode)
			Killed your target while having only 1 life left.By Storage the Ogre Bulwark level 25
26th Pyre 123rd year of Ascendancy at 04:22 see stats
 The Arena (Exploration mode)
			Unlocked Arena mode.
			The Arena (Exploration mode)
			Unlocked Arena mode.By Storage the Ogre Bulwark level 8
2nd Summertide 122nd year of Ascendancy at 04:38 see stats
 The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.By Storage the Ogre Bulwark level 21
73rd Regrowth 123rd year of Ascendancy at 13:21 see stats
 The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.By Storage the Ogre Bulwark level 22
4th Pyre 123rd year of Ascendancy at 21:47 see stats
 The secret city (Exploration mode)
			Discovered the truth about mages.
			The secret city (Exploration mode)
			Discovered the truth about mages.By Storage the Ogre Bulwark level 10
6th Flare 122nd year of Ascendancy at 01:36 see stats
 Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Storage the Ogre Bulwark level 26
32nd Pyre 123rd year of Ascendancy at 15:57 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Storage the Ogre Bulwark level 16
4th Decay 122nd year of Ascendancy at 07:46 see stats
 Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.By Storage the Ogre Bulwark level 32
4th Regrowth 124th year of Ascendancy at 02:19 see stats
Log
Ran for 7 turns (stop reason: interesting terrain).
Today is the 27th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 2 turns (stop reason: interesting character).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 18 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 28th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
















































