










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):    - When activated, start a New Game.
    - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
    - You can change this setting any time at any place in the game.
    Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1 
 Update v2.0.0 
 Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 34 / 45% | 
| Size | medium | 
| Lifes / Deaths | Killed by Vorith the poison ooze at level 34 on the 1st Acquisition 123rd year of Ascendancy at 23:53  / 1 | 
Primary Stats
| Strength | 55 (base 54) | 
| Dexterity | 15 (base 16) | 
| Constitution | 71 (base 59) | 
| Magic | 11 (base 10) | 
| Willpower | 16 (base 10) | 
| Cunning | 24 (base 22) | 
Resources
| Life | -369/1339 | 
| Mana | 0/428 | 
| Stamina | 197/254 | 
| Healing Factor | 1.5396680497925 | 
| Regeneration | 15.775674406234 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 8 | 
| Lite | 12 | 
| Infravision | 8 | 
| See Stealth | 44.156612690121 | 
| See Invisible | 44.156612690121 | 
| ESP Range | 10 | 
| ESP Kinds | humanoid/orc | 
Offense: Mainhand
| Damage | 104 | 
| Accuracy | 50 | 
| Crit Chance | 12% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +36% | 
| Arcane | +6% | 
| Light | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +10% | 
| Physical | +29% | 
Defense: Base
| Armour (hardiness) | 75.723073231957 (93.924050632911%) | 
| Defense | 17 | 
| Ranged Defense | 21 | 
| Fatigue | 9 | 
| Physical Save | 45 | 
| Spell Save | 45 | 
| Mental Save | 37 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Blight | + 30%( 70%) | 
| Arcane | + 6%( 70%) | 
| Cold | + 15%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 51%( 80%) | 
| Light | + 10%( 70%) | 
| Temporal | + 12%( 70%) | 
| Lightning | + 13%( 70%) | 
| Physical | + 40%( 70%) | 
| Fire | + 15%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Teleport Resistance | 35% | 
| Pinning Resistance | 41% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 96% | 
| Stun Resistance | 30% | 
| Disarm Resistance | 63% | 
| Poison Resistance | 50% | 
| Blind Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 509 life over 5 turns. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Superiority | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
  | 4/5 | 
| Technique / Berserker's strength | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Archery training | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| beneficial effect | All damage reduced by 71. Subcutaneous Metallisation | 
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked | 
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption | 
| detrimental effect | The target has a 8% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption | 
| beneficial effect | The target is recovering 54 life each turn. Recovery | 
| beneficial effect | Reduces physical damage received by 40% and provides a 24% chance to ignore critical hits. Juggernaut | 
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.  | active | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe 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 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 | 
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by ReknorEscapeandie. Escort: lone alchemist (level 1 of Old Forest) | failed | 
You failed to protect the lost anorithil from death by Eilinagatha the ghoul. Escort: lost anorithil (level 5 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by ReknorEscapeandie. Escort: lost warrior (level 2 of Heart of the Gloom) | failed | 
You failed to protect the lost warrior from death by ReknorEscapeandie. Escort: lost warrior (level 2 of Scintillating Caves) | failed | 
You failed to protect the lost warrior from death by Aradhetta the ghast. Escort: lost warrior (level 3 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by ReknorEscapeandie. Escort: lost warrior (level 3 of Old Forest) | failed | 
You failed to protect the lost warrior from death by ReknorEscapeandie. Escort: lost warrior (level 3 of Scintillating Caves) | failed | 
You failed to protect the lost warrior from death by ReknorEscapeandie. Escort: lost warrior (level 4 of Dreadfell) | failed | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt 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 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | active | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul 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 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: 526.  | 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw.  | active | 
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 | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active | 
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 |  pair of drakeskin leather boots 'Silara' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +3 Mag / +6 Wil / +6 Con Changes resistances: +13% lightning / +12% temporal Changes resistances penetration: +10% blight / +10% physical Changes damage: +6% arcane / +6% mind Critical mult.: +10.00% Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Maximum mana: +20.00 Maximum vim: +10.00 Spell crit. chance: +4% Mindpower: +9 (+5 eff.) Damage Shield penetration: +10% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
| Light source |  bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +51.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. This item has been sent to the Item's Vault.  | 
| Tool |  Shadowbright of clairvoyance [power 14]  (4/6 cooldown)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +3% acid / +12% darkness Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Grants telepathy: Humanoid/Orc Talent cooldown: Volcano (-2 turns) Talents granted: +4 Volcano +1 Ward Reduces incoming crit damage: 5.00% Physical save: +10 (+3 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +5% Maximum psi: +20.00 Mindpower: +6 (+3 eff.) It can be used to reveal the area around you, dispelling darkness (radius 14, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. This item has been sent to the Item's Vault.  | 
| On fingers |  copper ring 'Mayenn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Reduces incoming crit damage: 15.00% Spell save: +30 (+10 eff.) Mental save: +30 (+11 eff.) Disarm immunity: +23% Pinning immunity: +41% Knockback immunity: +26% Maximum life: +21.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties.  | 
| On fingers |  Zerytoblek the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +16 Changes resistances: +9% nature / +6% arcane Reduces incoming crit damage: 20.00% Blindness immunity: +15% Poison immunity: +35% Teleport immunity: +20% Life regen: +1.10 Only die when reaching: -40.00 life Maximum life: +64.00 Healing mod.: +16% Rings can have magical properties.  | 
| Around waist |  Mighty GirdleRequires: - Level 15 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. This item has been sent to the Item's Vault.  | 
| In main hand |  Blindsweep (76.5-114.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +24 fire When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +20 Armour: +2 Changes resistances: +9% darkness / +6% cold Changes resistances penetration: +19% physical Mental save: +10 (+4 eff.) Poison immunity: +15% Disease immunity: +10% Light radius: +3 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes.  | 
| On hands |  Gloves of the Firm Hand (0 def, 8 armour)Requires: - Level 15 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% 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. This item has been sent to the Item's Vault.  | 
| Main armor |  Runaziladil (3 def, 13 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+3 eff.) Fatigue: +20% Changes stats: +3 Wil Changes resistances: +30% blight / +15% fire / +11% nature / +9% cold Changes damage: +30% mind Reduces incoming crit damage: 20.00% Teleport immunity: +15% Mindpower: +8 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates.  | 
| Cloak |  linen cloak 'Belyma' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+5 eff.) Changes stats: +6 Dex Physical save: +6 (+2 eff.) Light radius: +3 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  The Black CoreRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." This item has been sent to the Item's Vault.  | 
Inventory
 healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 healing infusion of the titan (heal 217)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion (+7 for 12 turns, die at -431)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -431 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion (+6 for 10 turns, die at -677)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion of the titan (+16 for 10 turns, die at -755)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -755 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 insidious poison infusion (34 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 34.12 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion (712% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion (heal 488 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 488 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 sun infusion (rad 5; power 20; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 sun infusion of the titan (rad 6; power 55; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 55) for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 wild infusion (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 8 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 ability.  | 
 wild infusion (resist 28%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 7 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 ability.  | 
 wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 5 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 ability.  | 
 wild infusion of the duelist (resist 20%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability.  | 
 Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to 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..."  | 
 acid wave rune (209 acid damage; disarm 5 turns with power 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 209.10 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 acid wave rune of the sneak (121 acid damage; disarm 5 turns with power 35)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 121.38 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 35 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 controlled phase door rune of the psychic (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 invisibility rune (power 14 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 invisibility rune (power 14 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 manasurge rune of the wizard (644% regen over 10 turns; 32 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 644% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune (absorb 331 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 331 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune (range 103)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune (range 103)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune (range 40)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune of the psychic (range 72)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune of the sneak (range 73)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune of the wizard (range 83)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 Aeribeth the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Defense: +12 (+7 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: -5% Changes stats: +4 Str / +5 Dex / +4 Cun / +5 Con / +8 Lck Mental save: +9 (+4 eff.) Teleport immunity: +10% Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties.  | 
 AmyranInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Str / +6 Wil / +3 Cun Mental save: +5 (+2 eff.) Confusion immunity: +12% Mindpower: +6 (+3 eff.) Light radius: +3 Amulets can have magical properties.  | 
 Arintir the LightpallInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +9 Con Changes resistances: +27% temporal / +31% light / +23% darkness Changes resistances penetration: +25% light Changes damage: +6% light Blindness immunity: +44% Pinning immunity: +42% Knockback immunity: +41% Amulets can have magical properties.  | 
 Tarrobers the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +2 Wil Changes resistances: +6% darkness Mental save: +5 (+2 eff.) Disarm immunity: +30% Confusion immunity: +12% Mindpower: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties.  | 
 Uramadas the CarrionpunishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +18 Damage when hit (Melee): 12 nature / 12 mind Changes stats: +5 Con Changes resistances: +12% light / +5% physical Blindness immunity: +25% Cut immunity: +20% Knockback immunity: +20% Teleport immunity: +20% Amulets can have magical properties.  | 
 Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 mindweaver's gold amulet of perfection (0.28 Technique / Combat veteran,0.28 Cunning / Dirty fighting)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Talent masteries: +0.28 Technique / Combat veteran +0.28 Cunning / Dirty fighting Mental save: +11 (+4 eff.) Confusion immunity: +19% Mindpower: +11 (+6 eff.) Amulets can have magical properties.  | 
 steel amulet 'Arthilar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +6 Str / +3 Dex / +4 Mag / +4 Cun Changes resistances: +18% blight / +26% temporal / +12% cold Confusion immunity: +25% Pinning immunity: +32% Knockback immunity: +28% Amulets can have magical properties.  | 
 steel amulet 'Magmabrawn'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +5 Wil Changes resistances: +18% blight / +24% fire / +18% nature Changes resistances penetration: +15% mind Changes damage: +9% mind / +9% light Poison immunity: +32% Disease immunity: +32% Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Amulets can have magical properties.  | 
 wanderer's stralite amulet of perfection (0.34 Technique / Shield defense,0.34 Technique / Conditioning)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Talent masteries: +0.34 Technique / Shield defense +0.34 Technique / Conditioning Life regen: +1.30 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties.  | 
 Arimira the CharedgeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +12.0% Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Str Changes resistances: +32% cold / +9% fire Changes damage: +15% mind / +16% cold Physical save: +15 (+5 eff.) Rings can have magical properties.  | 
 BlazeruneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 mind Changes stats: +4 Wil Changes resistances penetration: +33% fire / +33% light / +33% mind Changes damage: +24% mind / +18% fire Mental save: +8 (+3 eff.) Light radius: +4 Rings can have magical properties.  | 
 BlindripInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun / +2 Wil Changes resistances: +15% blight / +15% nature / +6% darkness Changes damage: +6% mind Critical mult.: +25.00% Poison immunity: +30% Disease immunity: +28% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +48% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +15.00 Maximum psi: +30.00 Mental crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties.  | 
 Cyridherin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +9% lightning / +6% darkness Physical save: +12 (+4 eff.) Mental save: +7 (+3 eff.) Cut immunity: +10% Confusion immunity: +28% Pinning immunity: +15% Rings can have magical properties.  | 
 GlowsweepCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% light / +6% fire Changes resistances penetration: +15% light / +15% fire Changes damage: +18% light Disarm immunity: +37% Pinning immunity: +36% Knockback immunity: +34% Maximum life: +37.00 Light radius: +3 Rings can have magical properties.  | 
 Malebar the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Physical power: +14 (+4 eff.) Changes stats: +10 Str / +20 Dex / +20 Cun / +10 Con Changes resistances: +6% darkness / +9% cold Changes damage: +6% arcane / +12% mind Reduces incoming crit damage: 15.00% Poison immunity: +10% Stun/Freeze immunity: +10% Hate when firing a critical mind attack: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties.  | 
 Murkpython the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Mag / +6 Wil / +9 Cun / +2 Con Changes resistances: +32% nature / +18% fire Changes damage: +28% nature Light radius: +4 Infravision radius: +3 See invisible: +9 Rings can have magical properties.  | 
 XorathaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +24% cold Changes damage: +12% cold Reduces incoming crit damage: 15.00% Mental save: +30 (+11 eff.) Disease immunity: +10% Confusion immunity: +10% Pinning immunity: +30% Rings can have magical properties.  | 
 gladiator's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +8 Str / +7 Con Changes resistances: +22% acid / +21% fire / +22% cold / +22% lightning Rings can have magical properties.  | 
 mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +32% Maximum life: +31.00 Rings can have magical properties.  | 
 mule's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +15 (+9 eff.) Fatigue: -9% Maximum encumbrance: +36 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% 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 can have magical properties.  | 
 voratun ring 'Shockwolf'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes stats: +6 Con Changes resistances: +30% acid / +30% fire / +30% cold / +24% lightning Changes resistances penetration: +10% mind Changes damage: +9% acid / +33% lightning Spell save: +20 (+7 eff.) Disarm immunity: +50% Pinning immunity: +45% Knockback immunity: +50% Maximum life: +49.00 Maximum stamina: +40.00 Rings can have magical properties.  | 
 Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)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 stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+4 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.  | 
 Glimmerspawn (78.5-117.75 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% * disrupts spell-casting Burst (radius 1) on hit: +12 mind Damage against: +37% Unnatural When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +3 Dex / +1 Con Changes resistances: +3% light Changes resistances penetration: +16% acid Life regen: +4.00 Massive two-handed battleaxes.  | 
 Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds.  | 
 Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows.  | 
 Jetterror the voratun greatmaul (68.5-102.75 power, 23 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +84% Damage (Melee): +16 darkness / +24 arcane Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +21 (+7 eff.) Physical power: +19 (+6 eff.) Defense: +19 (+11 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +10 Con Changes resistances: +3% darkness Changes resistances penetration: +21% physical / +5% arcane / +15% fire Disarm immunity: +99% Massive two-handed mauls.  | 
 voratun greatmaul 'Armukath' (89.5-134.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 89.5 - 134.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 temporal Burst (radius 2) on crit: +42 ice When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Armour: +21 Changes resistances: +1% physical / +6% mind / +3% darkness Changes resistances penetration: +15% arcane / +19% cold Critical mult.: +21.00% Physical save: +6 (+2 eff.) Knockback immunity: +10% Spellpower: +4 (+2 eff.) Damage Shield penetration: +30% Massive two-handed mauls.  | 
 dwarven-steel greatsword 'Zanegar' (51-81.6 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +48 insidious poison When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +9% temporal / +9% physical Massive two-handed swords. This item has been sent to the Item's Vault.  | 
 glacial voratun greatsword of projection (62.5-100 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +23 ice When wielded/worn: Armour: +12 Changes resistances penetration: +16% cold Massive two-handed swords. This item has been sent to the Item's Vault.  | 
 Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+8 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar.  | 
 Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+7 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 13 power out of 14/14) : Effective talent level: 3.0 Power cost: 13 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 42.01 physical (gravity) damage. Each target moved beyond the first increases the damage by 5.25 (up to a maximum of 21.01 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave.  | 
 Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+6 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 900 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it.  | 
 Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction.  | 
 Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 8.64 to 25.93 lightning damage (based on Magic and Dexterity), costing 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.  | 
 Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+10 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
 Lustrequeller the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% physical Reduced damage from: +16% Summoned Light radius: +3 A belt that goes around your waist.  | 
 Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.  | 
 rough leather belt 'Flowerstinger'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +5% arcane / +12% darkness Changes resistances penetration: +10% nature Changes damage: +9% nature Maximum life: +34.00 A belt that goes around your waist.  | 
 Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+6 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak.  | 
 kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) A stylish kruk-style cloak, to look awesome.  | 
 restorative cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+8 eff.) Defense: +2 (+2 eff.) Fatigue: -7% Changes resistances: +16% nature / +16% blight Life regen: +2.20 Maximum life: +82.00 Maximum stamina: +28.00 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+7 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.  | 
 Branidrabers (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -7% Changes stats: +3 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances penetration: +30% mind Silence immunity: +35% Confusion immunity: +35% Stun/Freeze immunity: +31% Light radius: +3 See invisible: +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault.  | 
 Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
 iron gauntlets 'Ce'Naldawen' (3 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +3% light / +6% acid Spell save: +6 (+2 eff.) Cut immunity: +5% Stun/Freeze immunity: +45% Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Eluletira (6 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +9 Str / +6 Dex Changes resistances penetration: +15% physical Changes damage: +6% physical Stamina each turn: +0.60 Healing mod.: +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Shimmerspitter the dwarven-steel helm (0 def, 16 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Fatigue: +4% Changes stats: +2 Wil Changes resistances: +11% acid / +4% physical / +15% light / +12% blight / +19% fire / +17% lightning / +11% cold Silence immunity: +30% Confusion immunity: +15% Pinning immunity: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
 The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+5 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 17 power out of 45/45) : Effective talent level: 2.0 Power cost: 17 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 12%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you.  | 
 iron helm 'Blindhash' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +4 Con / +7 Mag Changes damage: +9% light Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mental save: +40 (+14 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +14 (+7 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 warlord's dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +6 Str / +6 Wil Changes resistances: +11% physical / +15% cold Allows you to breathe in: water Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Duratir the Duathelfist (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +3 Dex Changes resistances: +7% mind Changes resistances penetration: +10% darkness Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mental save: +15 (+6 eff.) Maximum vim: +40.00 A suit of armour made of mail.  | 
 Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+4 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour.  | 
 Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows.  | 
 Stormwrest (16/16, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 On weapon hit: * Slows global speed by 8% Burst (radius 1) on hit: +20 lightning Arrows are used with bows to pierce your foes to death.  | 
 5 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.  | 
 639 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.  | 
 3 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.  | 
 7 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.  | 
 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 dwarven-steel pickaxe 'Pitchspiker' (dig speed 10 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Cun / +2 Str Changes resistances: +6% darkness / +24% acid Changes damage: +11% fire / +7% mind / +6% darkness Physical save: +8 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +18 (+7 eff.) Maximum life: +48.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 2 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.  | 
 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 GlitterobeisanceInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +25% light / +15% fire Changes damage: +6% light Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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.  | 
 Layomina the LightningblissCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +20% mind Changes damage: +9% mind / +9% lightning Light radius: +5 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.  | 
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 35.24 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 35.24 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 117 cold damage (based on your Magic), costing 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch.  | 
 watchleader's dwarven lantern of clarityRequires: - Level 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +15 (+6 eff.) Blindness immunity: +50% Confusion immunity: +22% Light radius: +10 See stealth: +49 See invisible: +49 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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.  | 
 3 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.  | 
 3 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, costing 182 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), costing 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.  | 
 elm totem of cure ailments 'Mayarena' [power 1]  (4/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Cun Equilibrium when hit: +0.08 Mental crit. chance: +1% Light radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power.  | 
 9 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.  | 
 Betuta the yew wand of clairvoyance [power 11]  (4/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% nature / +3% fire Changes resistances penetration: +15% mind Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Mental save: +30 (+11 eff.) It can be used to reveal the area around you, dispelling darkness (radius 11, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 elm wand of clairvoyance [power 9]  (4/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 yew wand of trap destruction 'Eclipsebliss' [power 57]  (4/14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Con Changes damage: +12% darkness Grants telepathy: Dragon Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike It can be used to disarm traps (57 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 4 positive energy. 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 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.  | 
 4 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.  | 
 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 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 different point of view (Madness (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By ReknorEscapeandie the Dwarf Berserker level 21
17th Dearth 122nd year of Ascendancy at 13:27 see stats
			Against all odds (Madness (Roguelike) difficulty)
			Killed Ukruk in the ambush.By ReknorEscapeandie the Dwarf Berserker level 31
10th Voratun 123rd year of Ascendancy at 21:00 see stats
			Backstabbing Traitor (Madness (Roguelike) difficulty)
			Killed 6 escorted adventurers while you were supposed to save them.By ReknorEscapeandie the Dwarf Berserker level 29
9th Voratun 123rd year of Ascendancy at 22:55 see stats
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By ReknorEscapeandie the Dwarf Berserker level 23
41st Steel 123rd year of Ascendancy at 08:04 see stats
			Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ReknorEscapeandie the Dwarf Berserker level 19
10th Dearth 122nd year of Ascendancy at 06:58 see stats
			I'm a cool hero (Madness (Roguelike) difficulty)
			Saved Derth without a single inhabitant dying.By ReknorEscapeandie the Dwarf Berserker level 14
23rd Wealth 122nd year of Ascendancy at 12:27 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By ReknorEscapeandie the Dwarf Berserker level 10
38th Profit 122nd year of Ascendancy at 06:51 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By ReknorEscapeandie the Dwarf Berserker level 20
13rd Dearth 122nd year of Ascendancy at 10:50 see stats
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By ReknorEscapeandie the Dwarf Berserker level 30
10th Voratun 123rd year of Ascendancy at 01:00 see stats
			Mad slime dash (Madness (Roguelike) difficulty)
			Have 300 walls on the sludgenest turn into hostile creatures.By ReknorEscapeandie the Dwarf Berserker level 34
1st Acquisition 123rd year of Ascendancy at 22:13 see stats
			Oozemancer (Madness (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.By ReknorEscapeandie the Dwarf Berserker level 33
28th Voratun 123rd year of Ascendancy at 12:36 see stats
			Overpowered! (Madness (Roguelike) difficulty)
			Did over 6000 damage in one attack.By ReknorEscapeandie the Dwarf Berserker level 3
16th Voratun 122nd year of Ascendancy at 11:18 see stats
			Pest Control (Madness (Roguelike) difficulty)
			Killed 1000 reproducing vermin.By ReknorEscapeandie the Dwarf Berserker level 34
30th Voratun 123rd year of Ascendancy at 23:48 see stats
			Poisonous (Madness (Roguelike) difficulty)
			Sided with the assassin lord.By ReknorEscapeandie the Dwarf Berserker level 28
21st Stralite 123rd year of Ascendancy at 16:32 see stats
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By ReknorEscapeandie the Dwarf Berserker level 3
16th Voratun 122nd year of Ascendancy at 11:18 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By ReknorEscapeandie the Dwarf Berserker level 3
16th Voratun 122nd year of Ascendancy at 11:18 see stats
			Slime killer party (Madness (Roguelike) difficulty)
			Have 200 walls on the sludgenest turn into hostile creatures.By ReknorEscapeandie the Dwarf Berserker level 34
31st Voratun 123rd year of Ascendancy at 17:33 see stats
			Slimefest (Madness (Roguelike) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.By ReknorEscapeandie the Dwarf Berserker level 33
29th Voratun 123rd year of Ascendancy at 00:20 see stats
			Squadmate (Madness (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By ReknorEscapeandie the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 20:19 see stats
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By ReknorEscapeandie the Dwarf Berserker level 13
20th Wealth 122nd year of Ascendancy at 01:36 see stats
			The Legend of Garkul (Madness (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By ReknorEscapeandie the Dwarf Berserker level 21
17th Dearth 122nd year of Ascendancy at 13:27 see stats
			The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.By ReknorEscapeandie the Dwarf Berserker level 3
16th Voratun 122nd year of Ascendancy at 11:18 see stats
			The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.By ReknorEscapeandie the Dwarf Berserker level 5
7th Profit 122nd year of Ascendancy at 16:56 see stats
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By ReknorEscapeandie the Dwarf Berserker level 22
10th Shortage 122nd year of Ascendancy at 04:13 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By ReknorEscapeandie the Dwarf Berserker level 13
21st Wealth 122nd year of Ascendancy at 07:09 see stats
			Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By ReknorEscapeandie the Dwarf Berserker level 31
10th Voratun 123rd year of Ascendancy at 18:21 see stats
Log
Bethylrana the slimy ooze hits Xanariakira the poison ooze for 311 lightning damage.
Adytta the gelatinous cube strikes the dreamforge!
Adytta the gelatinous cube deactivates Mind Link.
Cyrumira the crimson ooze uses Mucus.
Xerovea the slimy ooze uses Metalstar.
A psionic shield forms around Xerovea the slimy ooze.
Vorith the poison ooze's mind surges with critical power!
Vorith the poison ooze's mind surges with critical power!
Vorith the poison ooze receives 1 healing (12 psi heal).
Isiwen the crimson ooze uses Mucus.
Aralaith the slimy ooze spits acid!
ReknorEscapeandie is recovering from the damage!
ReknorEscapeandie internal structure metallises.
Voryremina the slimy ooze's summoned tentacle hits ReknorEscapeandie for (50 resist armour), 0 physical (0 total damage).
Aralaith the slimy ooze hits Voryremina the slimy ooze's summoned tentacle for 86 acid damage.
Aralaith the slimy ooze hits ReknorEscapeandie for 339 acid damage.
ReknorEscapeandie receives 83 healing.
ReknorEscapeandie shrugs off the critical damage!
Shadow hits ReknorEscapeandie for (48 resist armour), 0 physical (0 total damage).
Shadow hits ReknorEscapeandie for (46 resist armour), 0 physical (0 total damage).
Shadow hits ReknorEscapeandie for (46 resist armour), 0 physical (0 total damage).
Shadow hits ReknorEscapeandie for (48 resist armour), 0 physical (0 total damage).
Vorith the poison ooze's Mind Storm hits ReknorEscapeandie for (55 resist armour), 84 mind (84 total damage).
Vorith the poison ooze's Mind Storm hits ReknorEscapeandie for (55 resist armour), 269 mind (269 total damage).
Islonn the slimy ooze uses Metalstar.
Zubolewen the red jelly uses Slime Spit.
Adytta the gelatinous cube activates his pulsing mindstar!
ReknorEscapeandie's magic has been disrupted.
Vorith the poison ooze uses Mind Sear.
Saving game...































































































































