









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Higher | 
| Class | Wyrmic | 
| Level / Exp | 50 / 143% | 
| Size | big | 
| Lifes / Deaths | Killed by Eluvena the Guardian at level 22 on the 79th Regrowth 123rd year of Ascendancy at 00:03 4 / 3Killed by Zool at level 45 on the 15th Haze 124th year of Ascendancy at 18:08 Killed by heavy bone giant at level 45 on the 18th Haze 124th year of Ascendancy at 02:51  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 123 (base 60) | 
| Dexterity | 25 (base 10) | 
| Constitution | 55 (base 49) | 
| Magic | 17 (base 10) | 
| Willpower | 131 (base 60) | 
| Cunning | 84 (base 43) | 
Resources
| Life | 2150/2150 | 
| Psi | 221/221 | 
| Stamina | 621/630 | 
| Equilibrium | 40 | 
| Healing Factor | 1.4649358927272 | 
| Regeneration | 52.430757117575 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.60995032651% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 11 | 
| Infravision | 9 | 
| See Stealth | 56.852263939808 | 
| See Invisible | 56.852263939808 | 
Offense: Mainhand
| Damage | 235 | 
| Accuracy | 52 | 
| Crit Chance | 68% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4.25 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 97 | 
| Crit Chance | 91% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +12% | 
| All | +4% | 
| Nature | +64% | 
Offense: Damage Penetration
| Nature | +60% | 
| Physical | +33% | 
| Mind | +40% | 
| All | +20% | 
Defense: Base
| Armour (hardiness) | 71.242625947127 (50%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 0 | 
| Physical Save | 56 | 
| Spell Save | 54 | 
| Mental Save | 63 | 
Defense: Resistances
| Acid | + 36%( 70%) | 
| Blight | + 55%( 70%) | 
| Arcane | + 49%( 70%) | 
| Cold | + 38%( 70%) | 
| All | + 30%( 70%) | 
| Darkness | + 37%( 70%) | 
| Physical | + 34%( 70%) | 
| Lightning | + 47%( 70%) | 
| Mind | + 55%( 70%) | 
| Fire | + 43%( 70%) | 
| Nature | + 38%( 70%) | 
Defense: Immunities
| Confusion Resistance | 90% | 
| Stun Resistance | 32% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 992% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -603 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 603 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat.  | 
Class Talents
| Wild-gift / Cold drake aspect | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
  | 4/5 | 
| Wild-gift / Sand drake aspect | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Two-handed assault | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 3/5 | 
  | 3/5 | 
| Wild-gift / Fire drake aspect | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 4/5 | 
  | 4/5 | 
| Technique / Shield offense | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Venom drake aspect | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
  | 3/5 | 
| Wild-gift / Storm drake aspect | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 4/5 | 
Generic Talents
| Wild-gift / Fungus | 1.20 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.10 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
  | 3/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Icy Skin | 
| talent | Antimagic Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | 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 graveYou 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 | 
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it!  | active | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor.  | active | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs.  | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You failed to protect the lone alchemist from death by orc assassin. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | active | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith 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 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: 831.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. 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. * You've found the needed multi-hued wyrm scale. * You've found the needed hummerhorn wing. 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 been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere 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-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt.  | failed | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!  | completed | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 |  Walkerz (0 def, 22 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +22 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 78% Changes resistances: +6% fire Changes resistances penetration: +20% mind / +13% physical Critical mult.: +20.00% Spell save: +12 (+4 eff.) Stamina each turn: +1.10 Equilibrium when hit: +0.08 Maximum stamina: +40.00 Infravision radius: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  SuperNoveInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Changes stats: +6 Con Changes resistances: +15% blight / +12% nature Mental save: +16 (+4 eff.) Life regen: +16.00 Only die when reaching: -60.00 life Maximum life: +74.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Eye of the Forest (8 def, 0 armour) =blind 100=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 2.6 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.  | 
| Tool |  The Guardian's Totem =antimagic=Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 78% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 13/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it.  | 
| On fingers |  Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
| On fingers |  MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.4 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are.  | 
| Around waist |  balancing hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +3 Cun / +4 Dex Life regen: +2.30 Mental crit. chance: +10% Healing mod.: +16% A belt that goes around your waist.  | 
| In main hand |  The Gaping Maw (72-108 power, 4 apr) =wyrmic=Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +6 Str / +6 Wil Changes damage: +15% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.  | 
| On hands |  Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 204.88 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.  | 
| Main armor |  Crimson Robe (12 def, 0 armour) =res pen all 25=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind.  | 
| Cloak |  Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen.  | 
| Around neck |  grounding gold amulet =stun 32=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +32% Amulets make your neck look great!  | 
Inventory
 Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved.  | 
 regeneration infusion of the duelist (heal 525; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 525 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the sneak (heal 638; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 638 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the wizard (heal 301; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion (res 17%; magical, mental; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion (res 17%; mental; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion (res 18%; physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the warrior (res 47%; magical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Earthen Beads =nature aff 15=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.6 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 482 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
 clarifying voratun amulet of murder =conf 38=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Changes resistances: +25% mind Critical mult.: +19.00% Confusion immunity: +38% Amulets make your neck look great!  | 
 Aloyalar =conf 33=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +20 (+7 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 10 blight Changes resistances penetration: +15% physical Mental save: +9 (+2 eff.) Confusion immunity: +33% Rings make your fingers look great!  | 
 Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 Ring of the War Master =pen arm 15=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.  | 
 psionicist's steel ring of fire (+24%) =fire 24=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% fire Changes damage: +12% fire Mental save: +6 (+1 eff.) Rings make your fingers look great!  | 
 savage's gold ring of clarity =conf 28=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +14 (+5 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +28% Maximum stamina: +21.00 Rings make your fingers look great!  | 
 savior's steel ring of fire (+24%) =fire 24=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+1 eff.) Rings make your fingers look great!  | 
 sneakthief's stralite ring =acc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +6 Cun / +6 Dex Rings make your fingers look great!  | 
 steel ring of lightning (+24%) =light 24=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great!  | 
 stralite amber ring =acc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +4.0% Defense: +10 (+3 eff.) Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 5.2 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great!  | 
 Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) =stun 30=Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +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.  | 
 Eksatin's Ultimatum (63-94 power, 25 apr) =crit=Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty.  | 
 balanced dwarven-steel battleaxe of enduring (34-50 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +7 (+2 eff.) Changes stats: +10 Con / +14 Wil Disarm immunity: +39% Maximum life: +14.00 Massive two-handed battleaxes.  | 
 thought-forged voratun battleaxe of crippling (59-88 power, 4 apr) =reduce=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 37% chance to reduce all saves and defense by 49 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +28 mind When wielded/worn: Physical crit. chance: +21.0% Changes stats: +7 Cun / +5 Wil Massive two-handed battleaxes.  | 
 enhanced stralite greatmaul of dampening (54-80 power, 3 apr) =res all=Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +10 Dex / +10 Mag / +10 Wil / +9 Cun / +10 Con Changes resistances: +10% acid / +16% lightning / +20% cold / +16% fire / +10% all Spell save: +10 (+3 eff.) Massive two-handed mauls.  | 
 stormbringer's voratun greatmaul of shearing (72-107 power, 4 apr) =pen all=Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.5 - 107.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +51 lightning / +40 cold When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Changes resistances penetration: +27% lightning / +30% cold / +14% all Movement speed: +52% Massive two-handed mauls.  | 
 truestriking stralite greatmaul of projection (54-81 power, 3 apr) =pen p=Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +19 Changes resistances penetration: +14% physical Massive two-handed mauls.  | 
 balanced voratun greatsword of evisceration (63-101 power, 4 apr) =main=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +16.0% Physical power: +10 (+3 eff.) Defense: +14 (+5 eff.) Disarm immunity: +48% Massive two-handed swords.  | 
 quick voratun greatsword of shearing (61-98 power, 4 apr) =pen all=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +53 (+15 eff.) Armour penetration: +17 Changes stats: +6 Dex Changes resistances penetration: +19% all Combat speed: +10% Massive two-handed swords.  | 
 truestriking voratun greatsword (62-99 power, 4 apr) =acc=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+10 eff.) Armour penetration: +16 Changes resistances penetration: +17% physical Massive two-handed swords.  | 
 voratun greatsword 'Scaldream' (58-94 power, 4 apr) =reduce armor=Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 9% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +6% lightning / +9% fire Changes damage: +3% fire Massive two-handed swords.  | 
 Trident of the Tides (80-112 power, 20 apr) =arm pen 20=Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 51 power out of 150/150) : Effective talent level: 3.0 Power cost: 51 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 77.35. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 Burntickler the hardened leather belt =res pen phy 10=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% fire / +10% physical Changes damage: +6% mind / +12% physical Psi when hit: +0.12 Mindpower: +20 (+4 eff.) A belt that goes around your waist.  | 
 Girdle of Preservation =res conf 20=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
 Lightning Catcher =stun 30=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it.  | 
 murderer's elven-silk cloak of fog (13 def, 0 armour) =arm pen 6 fire 21=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Defense: +13 (+4 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +11% light / +21% fire Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 focusing elven-silk robe of lightning (+30%) (0 def, 0 armour) =res light=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances: +30% lightning / +15% all Changes damage: +20% lightning Mana each turn: +0.34 Psi each turn: +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Dagefast the drakeskin leather gloves (0 def, 11 armour) =pen p=Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Damage (Melee): 8 physical Changes stats: +4 Str / +3 Dex / +4 Wil / +3 Cun / +6 Con Changes resistances: +17% blight / +16% darkness / +13% arcane Changes resistances penetration: +5% physical Changes damage: +10% physical Damage affinity(heal): +15% nature Talent masteries: +0.20 Technique / Grappling +0.20 Wild-gift / Antimagic Spell save: +12 (+4 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +44% Maximum hate: +2.00 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.  | 
 scouring drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) =acc 20=Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +3 Effects when hit in melee: * 35 arcane resource burn Changes stats: +4 Dex Spell save: +18 (+6 eff.) 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.  | 
 Mirepride the drakeskin leather cap (0 def, 5 armour) =res light=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 nature Changes stats: +3 Str / +2 Wil Changes resistances: +7% acid / +13% temporal / +14% cold / +6% fire / +12% nature / +19% lightning Changes resistances penetration: +10% nature Mental save: +11 (+3 eff.) Light radius: +4 A cap made of leather.  | 
 Voidquench the voratun helm (0 def, 5 armour) =res dark 25=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil Changes resistances: +14% light / +25% darkness Changes damage: +12% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cashmere wizard hat of madness (2 def, 0 armour) =ment crit 5=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Wil Mental save: +15 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 4.8 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 373 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.9 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 33% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly...  | 
 dwarven-steel helm 'Eleriwe' (0 def, 4 armour) =conf 20=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Dex Changes resistances: +12% fire / +10% darkness / +9% temporal Disease immunity: +10% Confusion immunity: +20% Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 hardened leather cap of the depths (0 def, 3 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold Allows you to breathe in: water A cap made of leather.  | 
 voratun helm 'Balanceradiance' (0 def, 5 armour) =cold 27=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 nature Changes resistances: +12% lightning / +10% fire / +27% cold Changes resistances penetration: +10% lightning Changes damage: +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 warlord's drakeskin leather cap (0 def, 5 armour) =res phy 10=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Wil Changes resistances: +10% physical Physical save: +11 (+4 eff.) A cap made of leather.  | 
 Korihir the stralite mail armour (4 def, 12 armour) =pen phy 10=Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +15 (+4 eff.) Armour: +12 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +2 Dex Changes resistances: +15% lightning Changes resistances penetration: +10% physical Only die when reaching: -40.00 life Maximum stamina: +30.00 A suit of armour made of mail.  | 
 fortifying voratun mail armour of delving (5 def, 10 armour) =res phy=Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +13 Str / +4 Con Changes resistances: +16% darkness / +10% physical Maximum life: +66.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail.  | 
 radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour) =res dark 20 lig 20=Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +18% blight / +20% darkness / +20% lightning Light radius: +2 A suit of armour made of mail.  | 
 radiant stralite mail armour of the deep (4 def, 11 armour) =water=Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +10% acid / +8% cold / +10% darkness / +18% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail.  | 
 multi-hued drakeskin leather armour of delving (20 def, 8 armour) =res phy 26=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +12% acid / +26% physical / +16% darkness / +14% cold / +11% lightning / +14% fire Mindpower: +9 (+2 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather.  | 
 volcanic hardened leather armour of fire resistance (9 def, 13 armour) =fire 34=Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 7 fire Changes resistances: +34% fire / +12% physical A suit of armour made of leather.  | 
 Newly picked upPhoenixqueen the stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 fire Changes resistances: +25% cold Changes resistances penetration: +25% blight Changes damage: +9% lightning / +24% fire / +18% blight A suit of armour made of metal plates.  | 
 Newly picked upTarrasca (0 def, 50 armour) Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +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% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 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.  | 
 Newly picked upTurikalthosus the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Dex / +4 Mag Changes resistances: +9% nature / +7% physical Physical save: +16 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Disease immunity: +10% Maximum life: +40.00 Healing mod.: +10% A suit of armour made of metal plates.  | 
 Newly picked upcleansing iron plate armour of cold resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +10% blight / +17% cold / +11% nature A suit of armour made of metal plates.  | 
 Newly picked upcleansing iron plate armour of lightning resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% lightning / +11% nature / +10% blight A suit of armour made of metal plates.  | 
 Newly picked upcleansing steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +12% nature / +12% blight A suit of armour made of metal plates.  | 
 Newly picked upcleansing stralite plate armour of the dragon (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +5% acid / +11% physical / +8% lightning / +13% blight / +9% fire / +14% nature / +9% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +28% Knockback immunity: +26% A suit of armour made of metal plates.  | 
 Newly picked upcleansing voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +10% acid / +12% physical / +9% lightning / +15% blight / +11% fire / +15% nature / +10% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +33% Stun/Freeze immunity: +26% Knockback immunity: +29% A suit of armour made of metal plates.  | 
 Newly picked updwarven-steel plate armour of the dragon (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% acid / +8% physical / +7% fire / +7% lightning / +6% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +25% Knockback immunity: +20% A suit of armour made of metal plates.  | 
 hardened voratun plate armour of implacability (0 def, 32 armour) =arm 32=Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Fatigue: +14% Changes resistances: +10% acid / +9% physical / +11% fire / +7% lightning / +9% cold Physical save: +12 (+4 eff.) A suit of armour made of metal plates.  | 
 Newly picked upimpenetrable dwarven-steel plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Fatigue: +22% A suit of armour made of metal plates.  | 
 Newly picked upimpenetrable iron plate armour of cold resistance (0 def, 12 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Fatigue: +22% Changes resistances: +16% cold A suit of armour made of metal plates.  | 
 radiant stralite plate armour of the dragon (0 def, 13 armour) =stun 35=Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +7% acid / +9% physical / +22% darkness / +15% blight / +9% cold / +10% lightning / +9% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +27% Stun/Freeze immunity: +35% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates.  | 
 stralite plate armour 'Furnacecrack' (12 def, 22 armour) =stun 31=Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +12 (+4 eff.) Fatigue: +22% Effects on melee hit: * 21% chance to reduce all saves and defense by 49 Changes stats: +5 Cun Changes resistances: +13% acid / +12% physical / +9% fire / +13% lightning / +12% cold Changes resistances penetration: +26% fire Changes damage: +15% mind / +6% fire Talent cooldown: Rush (-5 turns) Mental save: +22 (+5 eff.) Disarm immunity: +34% Stun/Freeze immunity: +31% Knockback immunity: +28% Life regen: +9.00 Maximum life: +55.00 Healing mod.: +15% A suit of armour made of metal plates.  | 
 Newly picked upvoratun plate armour 'Blazeriver' (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Cun Changes resistances: +15% fire Changes resistances penetration: +15% light Critical mult.: +15.00% Light radius: +3 A suit of armour made of metal plates.  | 
 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 216 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 watchleader's dwarven lantern =conf 24=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +40% Confusion immunity: +20% Light radius: +9 See stealth: +23 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 125 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
 cleansing stralite torque of clear mind [power 3]  (22 cooldown) =clear conf=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 quick dwarven-steel torque of psionic shield [power 67]  (15 cooldown) =psi shield=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers.  | 
 dragonbone totem of stinging [power 428]  (13 cooldown) =no heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 702 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power.  | 
 elven-wood totem of thorny skin [power 57]  (17 cooldown) =arm buff=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power.  | 
 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals.  | 
 15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Zool the Higher Wyrmic level 37
10th Pyre 124th year of Ascendancy at 02:06 see stats
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Zool the Higher Wyrmic level 31
74th Haze 123rd year of Ascendancy at 12:23 see stats
			Against all odds
			Killed Ukruk in the ambush.By Zool the Higher Wyrmic level 37
8th Pyre 124th year of Ascendancy at 00:07 see stats
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By Zool the Higher Wyrmic level 13
42nd Dusk 122nd year of Ascendancy at 14:48 see stats
			Arachnophobia
			Destroyed the spydric menace.By Zool the Higher Wyrmic level 40
26th Pyre 124th year of Ascendancy at 08:35 see stats
			Brave new world
			Went to the Far East and took part in the war.By Zool the Higher Wyrmic level 40
22nd Pyre 124th year of Ascendancy at 09:36 see stats
			Can you bear it? So much bearness!
			Killed Borius in the Bearscape.By Zool the Higher Wyrmic level 21
54th Haze 122nd year of Ascendancy at 20:00 see stats
			Destroyer's bane
			Killed Golbug the Destroyer.By Zool the Higher Wyrmic level 39
18th Pyre 124th year of Ascendancy at 05:42 see stats
			Earth Master
			Killed Harkor'Zun.By Zool the Higher Wyrmic level 18
1st Haze 122nd year of Ascendancy at 12:53 see stats
			Exterminator
			Killed 1000 creatures.By Zool the Higher Wyrmic level 20
51st Haze 122nd year of Ascendancy at 18:25 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Zool the Higher Wyrmic level 35
77th Regrowth 124th year of Ascendancy at 18:26 see stats
			Fear me not!
			Survived the Fearscape!By Zool the Higher Wyrmic level 33
52nd Regrowth 124th year of Ascendancy at 04:47 see stats
			Got eggs?
			Finish the Pikataclysm event.By Zool the Higher Wyrmic level 29
61st Haze 123rd year of Ascendancy at 19:10 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zool the Higher Wyrmic level 31
74th Haze 123rd year of Ascendancy at 11:45 see stats
			Huge Appetite
			Ate 20 bosses.By Zool the Higher Wyrmic level 47
45th Haze 124th year of Ascendancy at 16:35 see stats
			Is that how it feels to be an escort quest?!
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Zool the Higher Wyrmic level 30
66th Haze 123rd year of Ascendancy at 12:25 see stats
			Level 10
			Got a character to level 10.By Zool the Higher Wyrmic level 10
2nd Summertide 122nd year of Ascendancy at 15:44 see stats
			Level 20
			Got a character to level 20.By Zool the Higher Wyrmic level 20
22nd Haze 122nd year of Ascendancy at 01:52 see stats
			Level 30
			Got a character to level 30.By Zool the Higher Wyrmic level 30
61st Haze 123rd year of Ascendancy at 19:10 see stats
			Level 40
			Got a character to level 40.By Zool the Higher Wyrmic level 40
19th Pyre 124th year of Ascendancy at 16:39 see stats
			Level 50
			Got a character to level 50.By Zool the Higher Wyrmic level 50
7th Allure 125th year of Ascendancy at 08:45 see stats
			Orcrist
			Killed the leaders of the Orc Pride.By Zool the Higher Wyrmic level 49
7th Allure 125th year of Ascendancy at 08:45 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Zool the Higher Wyrmic level 20
36th Haze 122nd year of Ascendancy at 15:00 see stats
			Size is everything
			Did over 1500 damage in one attack.By Zool the Higher Wyrmic level 34
57th Regrowth 124th year of Ascendancy at 21:07 see stats
			Size matters
			Did over 600 damage in one attack.By Zool the Higher Wyrmic level 21
55th Haze 122nd year of Ascendancy at 04:00 see stats
			Sliders
			Activated a portal using the Orb of Many Ways.By Zool the Higher Wyrmic level 39
18th Pyre 124th year of Ascendancy at 10:02 see stats
			The Arena
			Unlocked Arena mode.By Zool the Higher Wyrmic level 9
8th Mirth 122nd year of Ascendancy at 11:36 see stats
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Zool the Higher Wyrmic level 31
74th Haze 123rd year of Ascendancy at 12:23 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zool the Higher Wyrmic level 22
41st Regrowth 123rd year of Ascendancy at 03:44 see stats
			The bigger the better!
			Did over 3000 damage in one attack.By Zool the Higher Wyrmic level 44
15th Haze 124th year of Ascendancy at 05:26 see stats
			The sky is falling!
			Saw a huge meteor falling from the sky.By Zool the Higher Wyrmic level 14
54th Dusk 122nd year of Ascendancy at 00:41 see stats
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Zool the Higher Wyrmic level 41
41st Dusk 124th year of Ascendancy at 13:15 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By Zool the Higher Wyrmic level 36
4th Pyre 124th year of Ascendancy at 11:22 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Zool the Higher Wyrmic level 22
15th Pyre 123rd year of Ascendancy at 21:01 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Zool the Higher Wyrmic level 36
6th Pyre 124th year of Ascendancy at 17:39 see stats
Log
There is an item here: cleansing voratun plate armour of the dragon (0 def, 16 armour)
There is an item here: Turikalthosus the steel plate armour (0 def, 9 armour)
There is an item here: voratun plate armour 'Blazeriver' (0 def, 16 armour)
There is an item here: impenetrable iron plate armour of cold resistance (0 def, 12 armour)
There is an item here: impenetrable dwarven-steel plate armour (0 def, 16 armour)
There is an item here: dwarven-steel plate armour of the dragon (0 def, 11 armour)
There is an item here: cleansing steel plate armour (0 def, 9 armour)
There is an item here: cleansing iron plate armour of lightning resistance (0 def, 7 armour)
There is an item here: cleansing iron plate armour of cold resistance (0 def, 7 armour)
Zool picks up (1.): cleansing iron plate armour of cold resistance (0 def, 7 armour).
Zool picks up (2.): cleansing iron plate armour of lightning resistance (0 def, 7 armour).
Zool picks up (3.): cleansing steel plate armour (0 def, 9 armour).
Zool picks up (4.): dwarven-steel plate armour of the dragon (0 def, 11 armour).
Zool picks up (6.): impenetrable dwarven-steel plate armour (0 def, 16 armour).
Zool picks up (7.): impenetrable iron plate armour of cold resistance (0 def, 12 armour).
Zool picks up (  .): voratun plate armour 'Blazeriver' (0 def, 16 armour).
Zool picks up (1.): Turikalthosus the steel plate armour (0 def, 9 armour).
Zool picks up (5.): cleansing voratun plate armour of the dragon (0 def, 16 armour).
Zool picks up (1.): Phoenixqueen the stralite plate armour (0 def, 13 armour).
Zool picks up (2.): Tarrasca (0 def, 50 armour).
Zool picks up (7.): cleansing stralite plate armour of the dragon (0 def, 13 armour).
There is an item here: silk robe 'Samydunanik' (0 def, 0 armour)
There is an item here: dreamer's woollen robe of life (0 def, 0 armour)
There is an item here: verdant silk robe of life (0 def, 0 armour)
There is an item here: slimy woollen robe of nature (+21%) (0 def, 0 armour)
There is an item here: slimy cashmere robe of frost (+11%) (0 def, 0 armour)
There is an item here: mindwoven woollen robe of nature (+21%) (0 def, 0 armour)
There is an item here: Flashrain the woollen robe (0 def, 0 armour)































































































































































