















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: QuickTome: Remove Stat Requirements 1.5.5 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Embers of Rage 1.6.7Official 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:
 Items Vault 1.6.0Donators/Buyers bonus! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Infinite | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Drem | 
| Class | Adventurer | 
| Level / Exp | 86 / 37% | 
| Size | big | 
| Lifes / Deaths | Killed by Sleeping Mayynor at level 5 on the 19th Voratun 122nd year of Ascendancy at 22:48/ 28 Killed by Sleeping Mayynor at level 5 on the 20th Voratun 122nd year of Ascendancy at 00:01 Killed by Sleeping Mayynor at level 5 on the 20th Voratun 122nd year of Ascendancy at 02:06 Killed by Sleeping Mayynor at level 5 on the 20th Voratun 122nd year of Ascendancy at 03:10 Killed by war hound at level 5 on the 20th Voratun 122nd year of Ascendancy at 04:22 Killed by Sleeping Mayynor at level 5 on the 20th Voratun 122nd year of Ascendancy at 05:26 Killed by ritch flamespitter at level 6 on the 20th Voratun 122nd year of Ascendancy at 06:29 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 09:06 Killed by Dozing Gowe at level 6 on the 20th Voratun 122nd year of Ascendancy at 10:08 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 11:20 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 12:41 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 13:35 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 14:16 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 15:24 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 16:28 Killed by Sleeping Mayynor at level 6 on the 20th Voratun 122nd year of Ascendancy at 17:32 Killed by Aletta Soultorn at level 15 on the 28th Voratun 122nd year of Ascendancy at 22:00 Killed by Greater Mummy Lord at level 18 on the 31st Voratun 122nd year of Ascendancy at 00:18 Killed by Greater Mummy Lord at level 18 on the 31st Voratun 122nd year of Ascendancy at 02:26 Killed by Greater Mummy Lord at level 18 on the 31st Voratun 122nd year of Ascendancy at 05:56 Killed by Greater Mummy Lord at level 18 on the 31st Voratun 122nd year of Ascendancy at 21:16 Killed by Greater Mummy Lord at level 18 on the 1st Acquisition 122nd year of Ascendancy at 01:05 Killed by Greater Mummy Lord at level 18 on the 1st Acquisition 122nd year of Ascendancy at 05:50 Killed by Mirror Challenge of Dobby at level 38 on the 30th Profit 122nd year of Ascendancy at 13:59 Killed by Mirror Challenge of Dobby at level 68 on the 6th Dearth 122nd year of Ascendancy at 06:34 Killed by Dobby's Inner Demon at level 69 on the 7th Dearth 122nd year of Ascendancy at 14:17 Killed by Dobby's shadow simulacrum at level 77 on the 19th Dearth 122nd year of Ascendancy at 02:16 Killed by Dobby's Shadow at level 86 on the 36th Dearth 122nd year of Ascendancy at 08:53 | 
Primary Stats
| Strength | 211 (base 88) | 
| Dexterity | 128 (base 47) | 
| Constitution | 58 (base 75) | 
| Magic | 135 (base 72) | 
| Willpower | 91 (base 65) | 
| Cunning | 174 (base 91) | 
Resources
| Mana | 364/1030 | 
| Life | -254/3057 | 
| Paradox | 300 | 
| Insanity | 10/100 | 
| Psi | 161/171 | 
| Vim | 457/458 | 
| Steam | 139/139 | 
| Positive | 305/305 | 
| Stamina | 478/478 | 
| Equilibrium | 15 | 
| Healing Factor | 0.44178947368427 | 
| Regeneration | 112.80830393059 | 
Speed
| Mental | +5.4619938653202% | 
| Attack | 0% | 
| Movement | -60% | 
| Spell | +15.46199386532% | 
| Global | +76.923076923077% | 
Vision
| Sight | 13 | 
| Lite | -1001 | 
| Infravision | 28 | 
| See Stealth | 100.92799200329 | 
| See Invisible | 110.92799200329 | 
Offense: Mainhand
| Damage | 323 | 
| Accuracy | 98 | 
| Crit Chance | 156% | 
| APR | 27 | 
| Speed | 0.95 | 
Offense: Offhand
| Damage | 161 | 
| Accuracy | 98 | 
| Crit Chance | 155% | 
| APR | 20 | 
| Speed | 0.95 | 
Offense: Spell
| Spellpower | 133 | 
| Crit Chance | 63% | 
| Speed | 0.86608585779875 | 
Offense: Mind
| Mindpower | 9 | 
| Crit Chance | 56% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +48% | 
| Physical | +52% | 
| Cold | +21% | 
| All | +15% | 
| Darkness | +55% | 
| Light | +45% | 
| Lightning | +15% | 
| Mind | +22% | 
| Fire | +51% | 
| Nature | +47% | 
Offense: Damage Penetration
| Nature | +15% | 
| Physical | +40% | 
| Light | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 80.169979838557 (100%) | 
| Defense | 86 | 
| Ranged Defense | 89 | 
| Fatigue | 0 | 
| Physical Save | 66 | 
| Spell Save | 63 | 
| Mental Save | 66 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 70%( 70%) | 
| Arcane | + 70%( 70%) | 
| Cold | + 49%( 70%) | 
| All | + 40%( 70%) | 
| Physical | + 35%( 70%) | 
| Lightning | + 49%( 70%) | 
| Light | + 80%( 80%) | 
| Temporal | + 62%( 70%) | 
| Mind | + 43%( 70%) | 
| Darkness | + 70%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 66%( 70%) | 
Defense: Immunities
| Stun Resistance | 35% | 
| Confusion Resistance | 100% | 
| Poison Resistance | 36% | 
| Blind Resistance | 100% | 
| Disarm Resistance | 10% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 44% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.3Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 775 damage for 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.3Rune: Shatter Afflictions 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 313 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.3Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Magic stat. | 
Class Talents
| Cursed / Predator | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 1/5 | 
| 
 | 8/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Torture | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Psionic / Psi-fighting | 1.30 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Cunning / Shadow magic | 1.50 | 
| 
 | 1/5 | 
| 
 | 8/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.60 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Stealth | 1.50 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Bloodthirst | 1.60 | 
| 
 | 6/5 | 
| 
 | 7/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Corruption / Infernal combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 8/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Enhancement | 1.50 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 8/5 | 
| Technique / Magical combat | 1.80 | 
| 
 | 1/5 | 
| 
 | 8/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Corruption / Reaving combat | 1.30 | 
| 
 | 3/5 | 
| 
 | 7/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Oblivion | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Earth | 1.30 | 
| 
 | 6/5 | 
| 
 | 7/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Eldritch stone | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Heart of Fire | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Corruption / Doom shield | 1.30 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Corruption / Doom covenant | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Corruption / Rot | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Eldritch shield | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.60 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 1.60 | 
| 
 | 7/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.50 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| Cunning / Scoundrel | 1.20 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| Corruption / Demonic strength | 1.30 | 
| 
 | 6/5 | 
| 
 | 1/5 | 
| 
 | 7/5 | 
| 
 | 4/5 | 
| Psionic / Feedback | 1.30 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| 
 | 6/5 | 
| Steamtech / Physics | 1.30 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| 
 | 6/5 | 
| Race / Drem | 1.30 | 
| 
 | 5/5 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| 
 | 5/5 | 
| Steamtech / Chemistry | 1.30 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| 
 | 7/5 | 
| 
 | 6/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Infestation | 
| talent | Savage Hunter | 
| talent | Precise Strikes | 
| talent | Arcane Power | 
| talent | Beyond the Flesh | 
| talent | Osmosis Shield | 
| talent | Shadow Feed | 
| talent | Daunting Presence | 
| talent | Augmentation | 
| talent | Shards | 
| beneficial effect | Hunting:Marked Prey 21% Received damage reduction against: - Demon - Human - Eldritch - Skeleton | 
| beneficial effect | The thrill of combat improves the target's maximum life by 18%, life regeneration by 39.82, and stamina regeneration by 7.96.Bloodbath | 
| detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity.Miasma | 
| detrimental effect | Movement speed is reduced by 24%.Slow movement | 
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 92.Intimidated | 
| beneficial effect | Empowered by the sight of black blood, granting 10% all resistances.Spikeskin | 
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 56.Illness | 
| beneficial effect | The target is in a magical frenzy, improving spellpower by 83.Bloodlust | 
| detrimental effect | One or more of your marked sustains has been deactivated:Sustain Loss · Fiery Hands · Chaos Orbs · Shadow Combat · Hardened Core · Weapon Folding · Stone Skin · Arcane Combat · Shock Hands · Eldritch Infusion · Shield of Light · Arcane Feed | 
| detrimental effect | Black blood sips from every pore, dealing 51.57 darkness damage per turn.Black Blood Bleeding | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | The target is on fire, taking 24.08 fire damage per turn.Burning | 
| beneficial effect | Gain 15% all damage and 10% all res.Empowered by the shadows | 
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%.  While stunned talents cooldown twice as slow.Stunned | 
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents.Silenced | 
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off.Brainlocked | 
| beneficial effect | The target's spellpower has been increased by 18.Spellsurge | 
| detrimental effect | Huge cut that bleeds, doing 1032.09 physical damage per turn.Bleeding | 
| detrimental effect | The target has been splashed with acid, taking 46.38 acid damage per turn, reducing armour by 0 and attack by 39.Acid Splash | 
| detrimental effect | Reduces global action speed by 30%.Slow | 
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 74%.Scoundrel's Strategies | 
| detrimental effect | This character's flames are feeding the source, healing them for 5 per turn and giving them 3 vim.Devouring flames | 
| beneficial effect | The target has 197 increased life regeneration.Recovery | 
| beneficial effect | Knows where you are!Hunter! | 
| detrimental effect | The target is suffering from distracting wounds, and has a 21% chance to fail to use a talent and injure itself for 706 physical damage.Fumble | 
| detrimental effect | The target is disabled, reducing movement speed by 39% and accuracy by 34.Disable | 
| detrimental effect | The target is maimed, unable to correctly wield a weapon.Disarmed | 
Quests
| You successfully escorted the lost defiler to the recall portal on level 21 of Infinite Dungeon.Escort: lost defiler (level 21 of Infinite Dungeon) As a reward you improved Cunning by +5. | done | 
| You failed to protect the lost defiler from death by Cyredarin the orc warrior.Escort: lost defiler (level 22 of Infinite Dungeon) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 29 of Infinite Dungeon.Escort: lost defiler (level 29 of Infinite Dungeon) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 31 of Infinite Dungeon.Escort: lost defiler (level 31 of Infinite Dungeon) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 6 of Infinite Dungeon.Escort: lost tinker (level 6 of Infinite Dungeon) As a reward you improved talent Endless Endurance (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 23 of Infinite Dungeon.Escort: repented thief (level 23 of Infinite Dungeon) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 30 of Infinite Dungeon.Escort: repented thief (level 30 of Infinite Dungeon) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You failed to protect the repented thief from death by giant black ant.Escort: repented thief (level 33 of Infinite Dungeon) | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 10): Exterminator You completed the challenge and received: Random Artifact: Earthbile | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 100): Mirror Match You completed the challenge and received: Random Artifact: Spectral Blade (130% power, 25 apr) | done | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 101): Near Sighted You completed the challenge and received: +1 Generic Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 102): Pacifist | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 278 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 107): Rush Hour (278) Turns left: 211 You completed the challenge and received: Random Artifact: Steam Powered Helm (3 def, 12 armour) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 108): Exterminator | failed | 
| Kill 4 spawns of Urh'Rok on the level before killing any elite creatures.Infinite Dungeon Challenge (Level 109): Headhunter 0 / 4 demon spawn killed. | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 308 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 11): Rush Hour (308) Turns left: 73 You completed the challenge and received: Random Artifact: Elavena (22/22, 115% power, 2 apr) | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 111): Pacifist | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 112): Exterminator | active | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 113): Exterminator | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 114): Exterminator You completed the challenge and received: Random Artifact: Spelldrinker (132% power, 8 apr) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 115): Exterminator You completed the challenge and received: Random Artifact: Splendourbringer (120% power, 4 apr, temporal element) | done | 
| All foes have the multiply talent!Infinite Dungeon Challenge (Level 116): Multiplicity Turns left: 0 You completed the challenge and received: Random Artifact: Cuirass of the Thronesmen (20 def, 32 armour) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 117): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| Proceed directly to the next Infinite Dungeon level in less than 242 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 118): Rush Hour (242) Turns left: 204 You completed the challenge and received: Random Artifact: Vorenn (4 def, 8 armour) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 122): Exterminator | failed | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 123): Near Sighted You completed the challenge and received: Random Artifact: Dethblyd (182% power, 18 apr) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 124): Exterminator | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 125): Exterminator | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 126): Exterminator | failed | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 127): Pacifist | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 146 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 14): Rush Hour (146) Turns left: -1 | failed | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 15): Mirror Match | failed | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 17): Near Sighted You completed the challenge and received: Random Artifact: Dawnfoe (135% power, 2 apr) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 18): Exterminator You completed the challenge and received: +1 Category Point | done | 
| All foes have the multiply talent!Infinite Dungeon Challenge (Level 19): Multiplicity Turns left: 0 You completed the challenge and received: Random Artifact: Swordbreaker (129% power, 20 apr) | done | 
| Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 23): Rush Hour (263) Turns left: -1 | failed | 
| All foes have the multiply talent!Infinite Dungeon Challenge (Level 24): Multiplicity Turns left: 0 You completed the challenge and received: Random Artifact: Frozen Shards (25/25, 139% power, 15 apr) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 25): Exterminator | failed | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 29): Near Sighted You completed the challenge and received: Random Artifact: Glimmersever | done | 
| Proceed directly to the next Infinite Dungeon level in less than 326 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 31): Rush Hour (326) Turns left: 135 You completed the challenge and received: Random Artifact: Shadowbringer | done | 
| Wake up and kill the dreaming horror boss 'Vorita the dreaming horror'.Infinite Dungeon Challenge (Level 32): Dream Hunter You completed the challenge and received: Random Artifact: Frozenking (138% power, 5 apr, fire element) | done | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 33): Near Sighted You completed the challenge and received: Random Artifact: Amalin | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 34): Exterminator You completed the challenge and received: +1 Category Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 35): Pacifist | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 37): Exterminator You completed the challenge and received: Random Artifact: Frostbliss (0 def, 0 armour) | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 39): Mirror Match You completed the challenge and received: Random Artifact: Unbreakable Greaves (8 def, 20 armour) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 4): Exterminator | active | 
| Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 40): Rush Hour (215) Turns left: -1 | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 41): Exterminator You completed the challenge and received: Random Artifact: Salunn (109% power, 2 apr) | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 42): Mirror Match You completed the challenge and received: +1 Generic Point | done | 
| Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 43): Rush Hour (236) Turns left: 44 You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 44): Exterminator You completed the challenge and received: +1 Class Point | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 46): Exterminator You completed the challenge and received: Random Artifact: Chargeknave (148% power, 6 apr) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 51): Exterminator You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 52): Exterminator You completed the challenge and received: Random Artifact: Galebreeze | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 54): Mirror Match You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 55): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 57): Exterminator You completed the challenge and received: Random Artifact: Zidunaldil (0 def, 5 armour) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 61): Exterminator | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 284 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 62): Rush Hour (284) Turns left: 140 You completed the challenge and received: Random Artifact: Tundrahunt (1 def, 0 armour) | done | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 63): Near Sighted You completed the challenge and received: Random Artifact: Star (100% power, 0 apr) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 65): Exterminator | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 71): Exterminator | failed | 
| Kill 2 spawns of Urh'Rok on the level before killing any elite creatures.Infinite Dungeon Challenge (Level 73): Headhunter 0 / 2 demon spawn killed. | failed | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 74): Pacifist | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 78): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 80): Pacifist | failed | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 84): Pacifist | failed | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 86): Pacifist | failed | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 89): Mirror Match You completed the challenge and received: +3 Stat Points | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 90): Mirror Match You completed the challenge and received: +1 Generic Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 91): Pacifist | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 92): Exterminator | active | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 93): Near Sighted You completed the challenge and received: +1 Category Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 96): Pacifist | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 97): Exterminator | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 98): Rush Hour (227) Turns left: 163 You completed the challenge and received: +3 Stat Points | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 99): Mirror Match You completed the challenge and received: +1 Class Point | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | active | 
| You have entered the Infinite Dungeon. There is no going back now.The Infinite Dungeon Go deep, fight, win or die in a blaze of glory! | active | 
Equipment
| Psionic focus |  Blighted Maul (204% power, 22 apr) Requires: Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stats: 84% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 47 * Blasts creatures in a radius 1 shockwave around your target for 181.53 to 544.58 physical damage (based on Strength). On weapon crit: * project a beam of lightning Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 489.67 to 979.34 physical damage (based on Strength) to each Activation costs 44 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. | 
| Quiver |  Star Shot (20/20, 139% power, 15 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion When wielded/worn: Talent granted: +5 Explosive Shell Intense heat radiates from this powerful shot. | 
| On hands |  Rainsear the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 4 acid / 19 darkness / 6 lightning / 6 fire / 11 mind / 5 cold Damage when hit (Melee): 6 nature Changes stats: +4 Wil / +4 Mag Changes resistances: +5% mind / +9% nature / +9% darkness Changes damage: +7% mind / +12% nature / +6% darkness Talent granted: +5 Hand Cannon Disarm immunity: +0% When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). On weapon hit: * 5% chance to reduce damage dealt by 5% Damage (Melee): +14 ice / +17 lightning / +10 fire / +22 acid Damage (radius 2) on crit: +11 mind Metal gloves protecting the hands up to the middle of the lower arm. | 
| Light source |  Dúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Changes damage: +25% darkness Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1005 Infravision radius: +17 See invisible: +10 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. | 
| On head |  Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +11 Sight radius: +3 See stealth: +40 See invisible: +40 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Earth's Eyes (costing 31 power out of 35/35) : Effective talent level: 2.6 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. | 
| On feet |  Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
| Tool |  Pick of Dwarven Emperors (dig speed 12 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Talent mastery: +0.20 Race / Dwarf Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 81.54 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
| On fingers |  The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." | 
| On fingers |  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
| Around neck |  Tundraking Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +44 (+8 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Str / +2 Dex / +6 Mag / +20 Lck Changes resistances: +7% arcane Changes resistances penetration: +30% physical Changes damage: +14% blight / +14% fire / +6% cold Critical mult.: +20.00% Physical save: +9 (+2 eff.) Mana each turn: +0.55 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +11 (+2 eff.) Reduce all damage from unseen attackers: 20% Amulets can have magical properties. | 
| In main hand |  Dawn's Blade (161% power, 7 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. The set is complete. Power: 162% Range: 1.4x Uses stats: 48% Wil, 75% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * burn your foe dealing 125 damage and igniting the ground for 4 turns Damage (Melee): +15 light / +15 fire Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +30% light / +10% fire Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 212.61 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 31 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. | 
| Around waist |  Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -16% Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Maximum encumbrance: +40 Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
| In off hand |  Unsetting Sun (16 def, 20 armour, 100% power, 280 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. The set is complete. When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+3 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+5 eff.) Life regen: +5.00 Light radius: +3 Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. | 
| Cloak |  elven-silk cloak 'Brightvile' (3 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Armour: +4 Defense: +3 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Cun / +10 Dex Changes resistances: +15% acid / +25% light / +20% blight / +25% fire / +20% nature Changes damage: +12% fire Poison immunity: +26% Disarm immunity: +10% Knockback immunity: +10% Life regen: +16.18 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  stralite mail armour 'Nerylenn' (4 def, 12 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 17 acid / 20 fire Damage when hit (Melee): 12 acid / 12 fire / 0 physical Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +15% acid / +23% temporal / +6% darkness / +3% blight / +35% fire Poison immunity: +10% Confusion immunity: +10% Only die when reaching: -20.00 life A suit of armour made of mail. | 
Inventory
|  Antimagic Wyrm Bile Extract Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. | 
|  shatter afflictions rune of the warrior (absorb 287; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 287 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  2 schematic: Air Recycler Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Alchemist's Helper Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Back Support Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Black Light Emitter Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Crystal Plating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fiery Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Frost Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fungal Web Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Grounding Strap Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Headlamp Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Mental Stimulator Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Moss Tread Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Poison Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spike Attachment Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Toxic Cannister Launcher Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Unstoppable Force Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Viral Injector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Viral Needlegun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Voltaic Sentry Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Water Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Winterchill Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Ancient Tome titled 'Gems and their uses' 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! | 
|  copper amulet of magic (+2) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. warmaker's copper amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Wil Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. | 
|  Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
|  Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+8 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+8 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+8 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  Shockfurnace the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +25% arcane Changes damage: +6% lightning / +3% arcane Life regen: +2.00 Amulets can have magical properties. | 
|  savior's gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Amulets can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. wanderer's gold amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +8 Con Blindness immunity: +28% Life regen: +4.00 Stamina each turn: +0.90 Infravision radius: +7 Sight radius: +2 See invisible: +11 Movement speed: +10% Amulets can have magical properties. | 
|  Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 53 power out of 60/60) : Effective talent level: 2.6 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. | 
|  Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 53 power out of 60/60) : Effective talent level: 2.6 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. | 
|  Gunuzilasus Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +22% light / +22% lightning Changes damage: +11% lightning / +11% light / +3% arcane Critical mult.: +10.00% Physical save: +8 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Rings can have magical properties. | 
|  Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 44 power out of 50/50) : Effective talent level: 3.0 Power cost: 44 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 173% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
|  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  Xanyselle the Duathelrot Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 5% Damage when hit (Melee): 4 nature / 6 lightning Changes resistances: +24% cold Changes resistances penetration: +25% darkness Changes damage: +15% lightning / +12% cold / +3% darkness Rings can have magical properties. | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Ring of the Archlich Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
|  Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  psionicist's stralite ring of arcana (+0.12/turn) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. | 
|  Exiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 143.98 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. | 
|  Mnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+11 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
|  Void Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 183.23 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. | 
|  Void Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 183.23 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. | 
|  voratun ring 'Glyseda' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+3 eff.) Armour: +8 Changes stats: +10 Str / +8 Mag / +8 Wil / +9 Con Changes resistances: +1% physical / +6% temporal Blindness immunity: +20% Maximum life: +80.00 Spellpower: +25 (+4 eff.) Mindpower: +15 (+13 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. potent elm magestaff of fate (109% power, 2 apr, fire element) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 109% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +14% fire Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. potent ash magestaff of power (122% power, 3 apr, cold element) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 122% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +21% cold Talent granted: +1 Command Staff Spellpower: +19 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. | 
|  Staff of Arcane Supremacy (120% power, 4 apr, physical element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 200% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 18 power out of 20/20) : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. | 
|  Staff of Arcane Supremacy (120% power, 4 apr, physical element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 200% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 18 power out of 20/20) : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. | 
|  Lost Staff of Archmage Tarelion (136% power, 4 apr, cold element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. | 
|  Sceptre of the Archlich (150% power, 12 apr, darkness element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Advanced necrotic minions Spellpower: +40 (+6 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. | 
|  Telos's Staff (Top Half) (143% power, 0 apr, arcane element) Requires: Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. | 
|  This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Corruptionmaim' (136% power, 6 apr, darkness element) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +12% Damage when hit (Melee): 8 cold Changes stats: +7 Str / +5 Dex / +9 Cun Changes resistances: +21% light Changes resistances penetration: +20% nature Changes damage: +30% darkness / +33% arcane Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Mana each turn: +0.32 Spellpower: +35 (+5 eff.) Spell crit. chance: +5% See invisible: +15 Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff of channeling (136% power, 6 apr, light element) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 45 arcane Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.60 Maximum mana: +114.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  dwarven-steel battleaxe 'Snowtrial' (139% power, 2 apr) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 5 * shock your foe dealing 36 damage and draining some of their resources Damage (Melee): +16 darkness / +14 mind / +8 cold Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 mind Damage against: +12% Living When wielded/worn: Changes stats: +15 Wil / +5 Cun / +10 Con Changes resistances penetration: +15% mind Maximum life: +82.00 Massive two-handed battleaxes. | 
|  Crude Iron Battle Axe of Kroll (180% power, 7 apr) Requires: Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 78% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 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. | 
|  This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of dampening (151% power, 3 apr) Requires: Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 152% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +13 (+2 eff.) Changes resistances: +21% acid / +21% cold / +21% fire / +17% lightning / +9% all Spell save: +19 (+5 eff.) Disarm immunity: +62% Massive two-handed battleaxes. | 
|  Obliterator (159% power, 10 apr) Requires: Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. * injects a simple virus dealing 121 blight damage on hit and lowering the victims highest stat Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. | 
|  Dream Malleus (168% power, 5 apr) Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 5 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 305 damage over 5 turns and reducing armor and accuracy by 39 Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Life regen: +4.00 Psi each turn: +0.10 Mindpower: +15 (+13 eff.) Mental crit. chance: +8% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. | 
|  Laser Powered Giant Smasher (191% power, 0 apr) Requires: Powered by unknown forces Powered by steamtech 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 191% Range: 1.5x Uses stats: 78% Wil, 50% Mag Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 Crit. chance: +25.0% Attack speed: 100% Damage (Melee): +20 lightning / +20 fire When wielded/worn: Damage against: +10% Humanoid / +10% Giant Talent granted: +1 Laser Powered Smash Confusion immunity: +100% Fear immunity: +100% The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. | 
|  Skysmasher (182% power, 17 apr) Requires: Powered by steamtech 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 78% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +75 fire / +75 physical When wielded/worn: Changes stats: +5 Cun / +5 Str Talent granted: +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. | 
|  Spectral Blade (130% power, 25 apr) Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 72% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. | 
|  dwarven-steel greatsword of enduring (145% power, 2 apr) Requires: Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 44 damage and reducing their armor When wielded/worn: Changes stats: +13 Wil / +12 Con Maximum life: +51.00 Massive two-handed swords. | 
|  Latafayn (180% power, 5 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 75% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. | 
|  Borosk's Hate (172% power, 22 apr) Requires: Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. | 
|  Champion's Will (179% power, 22 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 69% Wil, 20% Con, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 82 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 27 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. | 
|  Dethblyd (182% power, 18 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 78% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. | 
|  Dethblyd (182% power, 18 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 78% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. | 
|  This item will automatically be transmogrified when you leave the level. orichalcum trident of rage (163% power, 16 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+5 eff.) Changes stats: +16 Str Changes damage: +20% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  Hydra's Bite (168% power, 7 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Power: 168% Range: 1.1x Uses stats: 54% Wil, 50% Mag, 24% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. | 
|  This item will automatically be transmogrified when you leave the level. blazebringer's steel longsword of amnesia (113% power, 3 apr) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 113% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (radius 2) on crit: +39 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +5% Sharp, long, and deadly. | 
|  Perseverance (138% power, 9 apr) Requires: Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 74% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. | 
|  Sword of Potential Futures (133% power, 10 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 48% Wil, 70% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. | 
|  Everpyre Blade (147% power, 10 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. | 
|  Punae's Blade (157% power, 4 apr) Requires: Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. | 
|  Twilight's Edge (158% power, 7 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. | 
|  This item will automatically be transmogrified when you leave the level. quick stralite longsword of erosion (140% power, 5 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 nature When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +6 Dex Combat speed: +10% Sharp, long, and deadly. | 
|  Butcher (159% power, 12 apr) Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." | 
|  The Black Spike (159% power, 20 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." | 
|  Wintertide (148% power, 10 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 69.31 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 27 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. | 
|  This item will automatically be transmogrified when you leave the level. voratun longsword 'Heatsage' (154% power, 6 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 183 damage Damage (Melee): +32 fire When wielded/worn: Damage when hit (Melee): 16 physical Changes stats: +7 Str / +4 Con Changes resistances: +18% blight / +6% physical Changes damage: +12% fire Maximum life: +100.00 Maximum hate: +14.00 Mental crit. chance: +5% Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. iron mace of evisceration (102% power, 2 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 102% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Wound the target dealing 516 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+0 eff.) Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. flaming steel mace of ruin (112% power, 3 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +11 fire When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +14.00% Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. thought-forged steel mace of ruin (105% power, 3 apr) Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 5 Damage (Melee): +11 mind When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +4 Cun / +4 Wil Critical mult.: +20.00% Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. chilling stralite mace of massacre (161% power, 5 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 161% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +25 cold Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. truestriking stralite mace of daylight (142% power, 5 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 light Damage against: +25% Undead When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Blunt and deadly. | 
|  Satyrblight (108% power, 3 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 2). On weapon crit: * Wound the target dealing 516 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +6 (+0 eff.) Changes resistances: +3% nature Changes resistances penetration: +25% nature / +6% physical One-handed war axes. | 
|  Blood-Letter (140% power, 4.5 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. | 
|  This item will automatically be transmogrified when you leave the level. stormbringer's stralite waraxe of crippling (138% power, 5 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +37 lightning / +33 cold When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +21% lightning / +18% cold Movement speed: +44% One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. voratun waraxe 'Deepssear' (147% power, 6 apr) Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 47 * 32% chance to reduce damage dealt by 5% * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (Melee): +23 cold When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances penetration: +10% darkness / +10% physical Changes damage: +15% fire Mindpower: +45 (+28 eff.) Mental crit. chance: +2% One-handed war axes. | 
|  Unerring Scalpel (111% power, 25 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 27% Wil, 33% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  This item will automatically be transmogrified when you leave the level. truestriking iron dagger (100% power, 5 apr) Requires: Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. | 
|  Hanigen (117% power, 6 apr) Requires: Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 117% Range: 1.3x Uses stats: 27% Wil, 50% Mag, 27% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +3% acid Changes resistances penetration: +15% arcane Sharp, short and deadly. | 
|  Spellblaze Shard (120% power, 10 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
|  This item will automatically be transmogrified when you leave the level. plaguebringer's steel dagger of massacre (120% power, 6 apr) Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 47 Damage (Melee): +11 blight When wielded/worn: Disease immunity: +18% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. thought-forged steel dagger of enduring (107% power, 6 apr) Requires: Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 5 Damage (Melee): +13 mind When wielded/worn: Changes stats: +13 Wil / +4 Cun / +9 Con Maximum life: +50.00 Sharp, short and deadly. | 
|  Moon (100% power, 0 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 12% Wil, 12% Cun, 50% Mag Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. | 
|  Spelldrinker (132% power, 8 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 27% Wil, 55% Mag, 33% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. | 
|  Star (100% power, 0 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 12% Wil, 12% Cun, 50% Mag Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. | 
|  Star (100% power, 0 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 12% Wil, 12% Cun, 50% Mag Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. | 
|  Swordbreaker (129% power, 20 apr) Requires: Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Mag, 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. | 
|  This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of massacre (136% power, 7 apr) Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 137% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +14 fire Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. balanced stralite dagger of shearing (136% power, 9 apr) Requires: Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +13 Defense: +11 (+2 eff.) Changes resistances penetration: +13% all Disarm immunity: +44% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. chilling stralite dagger of evisceration (132% power, 9 apr) Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 516 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +25 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Sharp, short and deadly. | 
|  Kinetic Spike (147% power, 40 apr) Requires: Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 48% Wil, 24% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. | 
|  Kinetic Focus (88% power, 18 apr, physical damage) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+8 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. This item has been sent to the Item's Vault. | 
|  Psionic Fury (104% power, 25 apr, mind damage) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 105% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+10 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 110.86 mind damage (based on Willpower) to all within radius 5 Activation costs 35 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. | 
|  This item will automatically be transmogrified when you leave the level. inquisitor's thorny mindstar of sand (98% power, 24 apr, nature damage) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 10 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 14 physical Changes resistances: +12% physical Changes resistances penetration: +14% physical Changes damage: +12% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+6 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Oozing Heart (115% power, 25 apr, nature slow damage) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +12 (+11 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 18 power out of 20/20) : Effective talent level: 2.6 Power cost: 18 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 100.80 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. This item has been sent to the Item's Vault. | 
|  Seeds of the Black Tree (115% power, 27 apr, darkness damage) Requires: Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 40% Wil, 80% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+11 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. | 
|  Core of the Forge (127% power, 40 apr, dreamforge damage) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+13 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 21 power out of 30/30) : Effective talent level: 3.9 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 4.47 mind damage, 5.53 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 0.21 mind and 0.26 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. | 
|  Eyal's Will (124% power, 40 apr, nature damage) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+14 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 27 power out of 30/30) : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 6, doing 7.38 slime damage for 10 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. | 
|  Frostbite (117% power, 12 apr) Requires: - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Power: 117% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Block value: +60 Damage conversion: 50% ice Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +7 (+1 eff.) Fatigue: +9% Talent granted: +1 Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. | 
|  Heartrend (133% power, 19 apr) Requires: - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 134% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Lifesteal (this weapon only): +0% Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +8 (+1 eff.) Fatigue: +9% Talent granted: +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' This item has been sent to the Item's Vault. | 
|  This item will automatically be transmogrified when you leave the level. arcing voratun steamsaw of reflection (150% power, 0 apr) Requires: - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 183 damage Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +20% light / +20% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Skeletal Claw (167% power, 8 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 50% Mag, 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 18 power out of 20/20) : Effective talent level: 5.2 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 192.36 physical damage, and inflicting bleeding for another 96.18 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. This item has been sent to the Item's Vault. | 
|  Corpsebow Requires: - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 47 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. This item has been sent to the Item's Vault. | 
|  Merkul's Second Eye Requires: - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  Storm Fury Requires: - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+6 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 175 to 350 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. | 
|  This item will automatically be transmogrified when you leave the level. swiftstrike dragonbone longbow of acid Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +27 acid When wielded/worn: Changes stats: +11 Cun Changes damage: +33% acid Combat speed: +10% Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. fungal cured leather sling of enduring Requires: - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +9 Wil / +13 Con Talent mastery: +0.20 Wild-gift / Fungus Maximum life: +50.00 It can be used to regenerate 122 life over 5 turns Activation puts all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. Hare-Skin Sling Requires: - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 4.8 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 149% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  This item will automatically be transmogrified when you leave the level. halfling hardened leather sling of cold Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +14 cold When wielded/worn: Changes damage: +17% physical / +17% cold Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. Blizzardobeisance Requires: - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Attack speed: 100% Firing range: +10 On weapon hit: * 32% chance to reduce armor by 58% * 32% chance to reduce damage dealt by 5% Travel speed: +320% When wielded/worn: Physical crit. chance: +12.8% Physical power: +25 (+2 eff.) Ammo reloads per turn: +4 Changes resistances: +27% cold Changes damage: +18% acid / +21% cold / +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. | 
|  Tinkerer's Twinblaster Requires: - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. | 
|  Tinkerer's Twinblaster Requires: - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. | 
|  S.H. Spear Requires: - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 90% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Boiling Shot (-1 turn) Vacuum Shot (-1 turn) Blunt Shot (-1 turn) Mindpower: +10 (+10 eff.) Mental crit. chance: +2% Mental speed: +10% Steampower: +5 (+1 eff.) Steamtech Speed: +10% This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. | 
|  Glacia Requires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. | 
|  Quiver of the Sun (25/25, 142% power, 15 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 30% Wil, 70% Mag, 36% Cun Damage type: Bright light Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. This item has been sent to the Item's Vault. | 
|  This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of amnesia (20/20, 136% power, 2 apr) Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 137% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. | 
|  Nedur the Sparklash (16/16, 161% power, 3 apr) Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 162% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +10.0% Capacity: 16 On weapon hit: * 20% chance to slow global speed by 28% * 20% chance to knock the target back 3 spaces and deal 15 physical damage On weapon crit: * Wound the target dealing 516 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 lightning / +11 physical Damage (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. | 
|  Frozen Shards (25/25, 139% power, 15 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud When wielded/worn: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. | 
|  Spider's Fangs (20/20, 124% power, 8 apr) Requires: Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 124% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Nature Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) When wielded/worn: Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. | 
|  This item will automatically be transmogrified when you leave the level. Star Shot (20/20, 139% power, 15 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. | 
|  Wind Worn Shot (25/25, 148% power, 15 apr) Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. This item has been sent to the Item's Vault. | 
|  Thundercrack (16/16, 143% power, 8 apr) Requires: Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 144% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! | 
|  This item will automatically be transmogrified when you leave the level. pouch of voratun shots (23/23, 164% power, 6 apr) Requires: 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 Shots are used with slings to pummel your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel shield of shrapnel (0 def, 6 armour, 100% power, 88 block) Requires: - Shield usage training Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 516 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. | 
|  reinforced dwarven-steel shield of resilience (0 def, 9 armour, 100% power, 117 block) Requires: - Shield usage training Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 143% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +117 When wielded/worn: Armour: +9 Fatigue: +8% Talent granted: +1 Block Maximum life: +40.00 Handheld deflection devices. | 
|  Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. | 
|  Deflector (22 def, 11 armour, 100% power, 230 block) Requires: - Shield usage training Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stats: 78% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +7.0% Block value: +230 When wielded/worn: Armour: +11 Defense: +22 (+4 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+5 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. | 
|  Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block) Requires: - Shield usage training Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. | 
|  Blightstopper (18 def, 12 armour, 100% power, 240 block) Requires: - Shield usage training Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 21 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. | 
|  Ragarain the Bloomumbra (0 def, 10 armour, 100% power, 191 block) Requires: - Shield usage training Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +191 On weapon hit: * 22% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +19 acid / +8 nature Damage (radius 2) on crit: +16 nature / +8 temporal When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +10 Fatigue: +8% Effects when hit in melee: * 19% chance to reduce armor by 58% Damage when hit (Melee): 0 lightning Changes stats: +12 Str / +13 Dex / +5 Con Changes resistances: +17% acid / +20% mind Changes resistances penetration: +15% temporal Talent granted: +1 Block Handheld deflection devices. | 
|  The Black Wall (12 def, 9 armour, 100% power, 200 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." | 
|  voratun shield (0 def, 10 armour, 100% power, 209 block) Requires: - Shield usage training 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +209 When wielded/worn: Armour: +10 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. wrathful voratun shield of reflection (0 def, 10 armour, 100% power, 210 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 Damage (radius 2) on crit: +36 light / +40 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 275 light and fire damage to each enemy blocked Changes resistances: +15% fire / +28% light / +20% darkness Talent granted: +1 Block Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. fearwoven linen robe of darkness (+19%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +19% darkness / +7% all Changes resistances penetration: +8% darkness / +8% physical Changes damage: +23% darkness / +8% physical Maximum hate: +7.00 Mindpower: +6 (+6 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: -10% cold / +50% fire / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal / +13% all Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 44 power out of 50/50) : Effective talent level: 1.3 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. | 
|  Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. | 
|  Galen's Flowing Robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% physical / +37% fire / +37% arcane / +37% cold Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
|  Galen's Flowing Robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% physical / +37% fire / +37% arcane / +37% cold Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
|  This item will automatically be transmogrified when you leave the level. volcanic reinforced leather armour of Toknor (12 def, 20 armour) Requires: Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +20 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +26% physical / +23% fire Critical mult.: +18.00% A suit of armour made of leather. | 
|  Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 62, based on Cunning and Magic) for 10 turns Activation costs 44 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
|  Gilyrach (40 def, 16 armour) Requires: Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +40 (+8 eff.) Fatigue: +8% Changes stats: +4 Mag / +8 Wil / +14 Cun Changes resistances: +2% physical / +5% arcane / +30% fire Changes resistances penetration: +5% blight Mental save: +45 (+11 eff.) Disarm immunity: +20% A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Masochism (0 def, 0 armour) Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 32 It can be used to activate talent Blood Grasp (costing 11 power out of 12/12) : Effective talent level: 6.5 Power cost: 11 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 219.04 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. | 
|  Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 5.2 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 183.83 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
|  This item will automatically be transmogrified when you leave the level. radiant drakeskin leather armour of Eyal (20 def, 8 armour) Requires: Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Life regen: +10.00 Maximum life: +70.00 Light radius: +2 Healing mod.: +20% A suit of armour made of leather. | 
|  Loribers the stralite mail armour (4 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 0 physical Changes resistances: +17% cold / +3% mind / +23% temporal Changes damage: +6% mind Critical mult.: +10.00% Mindpower: +10 (+10 eff.) A suit of armour made of mail. | 
|  Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. | 
|  Scale Mail of Kroltar (10 def, 18 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 44 power out of 80/80) : Effective talent level: 3.9 Power cost: 44 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 7.92 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. | 
|  This item will automatically be transmogrified when you leave the level. hardened iron plate armour of thunder (0 def, 13 armour) Requires: - Massive armour training Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+1 eff.) Armour: +13 Fatigue: +22% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +19% lightning / +7% physical / +7% fire / +7% acid / +7% cold Spellpower: +13 (+2 eff.) Spell crit. chance: +6% Mindpower: +13 (+12 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. | 
|  Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. | 
|  This item will automatically be transmogrified when you leave the level. stralite plate armour of implacability (0 def, 22 armour) Requires: - Massive armour training Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Fatigue: +13% Physical save: +13 (+3 eff.) A suit of armour made of metal plates. | 
|  Plate Armor of the King (15 def, 30 armour) Requires: - Massive armour training Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +15 (+3 eff.) Fatigue: +26% Changes stats: +9 Wil Changes resistances: +25% acid / +25% darkness / +25% blight / +25% fire / +10% arcane Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. | 
|  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. | 
|  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Murkriver the hardened leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+0 eff.) Fatigue: +0% Changes stats: +7 Mag / +11 Wil / +5 Cun Changes resistances: +12% nature / +12% fire Changes resistances penetration: +5% nature / +10% fire Damage against: +20% Summoned Reduced damage from: +20% Summoned Maximum encumbrance: +0 Spell save: +8 (+2 eff.) Spell crit. chance: +5% Size category: +1 A belt that goes around your waist. | 
|  linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +0% light / +0% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. marshal's linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Con Physical save: +7 (+2 eff.) Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. | 
|  Serpentine Cloak (20 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. | 
|  Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Changes resistances: +0% light / +0% fire Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 44 power out of 50/50) : Effective talent level: 3.2 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. | 
|  cashmere cloak 'Splendourslicer' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Wil Changes resistances: +12% light / +0% fire Changes resistances penetration: +10% light / +10% mind Changes damage: +21% arcane Mental save: +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.9 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. | 
|  Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +10% lightning / +10% darkness / +10% nature / +10% cold / -30% arcane / +10% fire It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 44 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
|  battlemaster's elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Str / +3 Dex / +2 Con Changes resistances: +0% light / +0% fire Talent mastery: +0.30 Technique / Combat training Spell save: -28 (-8 eff.) Stamina each turn: +1.30 Mana each turn: -0.44 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. elven-silk cloak of the guardian (17 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +17 (+3 eff.) Physical save: +25 (+6 eff.) Spell save: +25 (+6 eff.) Mental save: +23 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Chyroddahad the pair of rough leather boots (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Mana each turn: +0.04 Spellpower: +10 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. | 
|  The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  This item will automatically be transmogrified when you leave the level. eldritch pair of hardened leather boots of tirelessness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Wil / +4 Mag Stamina each turn: +0.90 Mana each turn: +0.40 Maximum mana: +44.00 Maximum stamina: +28.00 Spell crit. chance: +4% A pair of boots made of leather. | 
|  Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 297 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
|  Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (97 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (161 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 16 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. | 
|  Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
|  Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
|  Cinderfeet (3 def, 5 armour) Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 85 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. | 
|  The Warped Boots (2 def, 4 armour) Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 9 power out of 50/50) : Effective talent level: 3.9 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 430.46 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. | 
|  The Warped Boots (2 def, 4 armour) Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 9 power out of 50/50) : Effective talent level: 3.9 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 430.46 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. | 
|  psychic's rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Damage (Melee): 5 mind Changes stats: +3 Dex Changes resistances: +5% mind Changes damage: +3% mind When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +5 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  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% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 70% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness 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. | 
|  Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 21 power out of 24/24) : Effective talent level: 2.6 Power cost: 21 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 309.81 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. | 
|  Gloves of the Firm Hand (0 def, 8 armour) 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% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. | 
|  Gloves of the Firm Hand (0 def, 8 armour) 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% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. | 
|  Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 176.92 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. | 
|  steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+0 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 36% Wil, 50% Mag, 48% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. | 
|  This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... | 
|  linen wizard hat of fire (+15%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... | 
|  Malslek the Accursed's Hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+13 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. | 
|  Hat of Arcane Understanding (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. | 
|  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 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+13 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 2.6 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 2.59 mind and 3.29 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 8% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 7. Terrified: Deals 0.52 mind and 0.66 darkness damage per turn and increases cooldowns by 13%. Haunted: Causes the target to suffer 1.06 mind and 1.35 darkness damage for each detrimental mental effect every turn. 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 its hollow eye sockets seem to stare back into you. | 
|  Infused Cerebrum (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+11 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 87 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? | 
|  Infused Cerebrum (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+11 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 87 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? | 
|  Steamcatcher (12 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. | 
|  Hurustir the Chargevein (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +5 Cun / +4 Con Changes resistances: +12% acid / +19% fire / +15% cold / +11% lightning Changes resistances penetration: +10% lightning / +15% temporal Changes damage: +18% lightning / +6% fire / +9% temporal Physical save: +15 (+4 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 3.2 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. | 
|  X-Ray Goggles (10 def, 0 armour) Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 27 power out of 30/30. How do these even work? | 
|  Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. | 
|  Crown of Command (3 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+5 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 53 power out of 60/60) : Effective talent level: 1.3 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  This item will automatically be transmogrified when you leave the level. mindcaging dwarven-steel helm of strength (+7) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str Changes resistances: +19% mind Mental save: +22 (+5 eff.) Confusion immunity: +32% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 40 power out of 45/45) : Effective talent level: 3.9 Power cost: 40 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 43%) for 3 turns. The sound wave is so strong, your foes also take 351.18 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. | 
|  The Black Crown (0 def, 15 armour) Requires: - 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 Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." | 
|  Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! | 
|  15 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  18 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  17 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  10 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  11 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  13 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  19 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  14 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  8 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  13 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 Goedalath Rock Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-5 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. | 
|  3 Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  2 Telos's Staff Crystal Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. | 
|  Runed Skull Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  2 Crystal Heart Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Glowing Core Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  3 Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  3 Petrified Wood Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  2 Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  801 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Blackslice Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +6% darkness Psi when hit: +0.08 Maximum hate: +8.00 Maximum psi: +20.00 Mindpower: +5 (+5 eff.) 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. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  scorching brass lantern of health Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Spectral Cage Powered 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 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 230 cold damage (based on your Magic) Activation costs 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. | 
|  Dúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. | 
|  This item will automatically be transmogrified when you leave the level. bright dwarven lantern of the moons Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: +9 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 5.2 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 249.79 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 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 186.62 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 186.62 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. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  dwarven steel spike attachment Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun grounding strap Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite kinetic stabiliser Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +12 (+3 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite grip Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel saw projector Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun mental stimulator Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  iron galvanic retributor Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'armor / shield' When attach to an other item: Damage when hit (Melee): 5 lightning Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun galvanic retributor Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'armor / shield' When attach to an other item: Damage when hit (Melee): 25 lightning Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite shocking edge Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 70 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 70 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Qog's Essentials Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 27 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.9 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.6 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." | 
|  Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+2 eff.) Mindpower: +10 (+10 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 6.5 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Entropy (1/1) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 185% of the healing done. This effect scales with your Magic stat. Activation costs 66 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. | 
|  This item will automatically be transmogrified when you leave the level. Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+3 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.9 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 19 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  This item will automatically be transmogrified when you leave the level. dragonbone totem of stinging 'Chargegash' [power 530] (14 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +1 Wil Changes resistances: +6% acid / +12% fire / +8% arcane Cut immunity: +10% Life regen: +6.00 Maximum life: +40.00 Light radius: +1 It can be used to sting an enemy dealing 331 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 111 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 31 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. | 
Achievements
 A Fistful of Gold (Exploration mode)
			Buy an item from an AAA.
			A Fistful of Gold (Exploration mode)
			Buy an item from an AAA.By Dobby the Drem Adventurer level 54
16th Wealth 122nd year of Ascendancy at 08:04 see stats
 Ay ay captain! (Exploration mode)
			Turn into a pirate!
			Ay ay captain! (Exploration mode)
			Turn into a pirate!By Dobby the Drem Adventurer level 43
39th Profit 122nd year of Ascendancy at 14:37 see stats
 Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.
			Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.By Dobby the Drem Adventurer level 4
17th Voratun 122nd year of Ascendancy at 22:42 see stats
 Demonic Invasion (Exploration mode)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Exploration mode)
			Stopped a demonic invasion by closing their portal.By Dobby the Drem Adventurer level 37
28th Profit 122nd year of Ascendancy at 15:37 see stats
 Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.
			Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.By Dobby the Drem Adventurer level 42
37th Profit 122nd year of Ascendancy at 16:06 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Dobby the Drem Adventurer level 23
8th Profit 122nd year of Ascendancy at 22:55 see stats
 Fear me not! (Exploration mode)
			Survived the Fearscape!
			Fear me not! (Exploration mode)
			Survived the Fearscape!By Dobby the Drem Adventurer level 56
20th Wealth 122nd year of Ascendancy at 20:23 see stats
 Infinite x10 (Exploration mode)
			Got to level 10 of the infinite dungeon.
			Infinite x10 (Exploration mode)
			Got to level 10 of the infinite dungeon.By Dobby the Drem Adventurer level 10
25th Voratun 122nd year of Ascendancy at 22:42 see stats
 Infinite x100 (Exploration mode)
			Got to level 100 of the infinite dungeon.
			Infinite x100 (Exploration mode)
			Got to level 100 of the infinite dungeon.By Dobby the Drem Adventurer level 72
15th Dearth 122nd year of Ascendancy at 04:39 see stats
 Infinite x20 (Exploration mode)
			Got to level 20 of the infinite dungeon.
			Infinite x20 (Exploration mode)
			Got to level 20 of the infinite dungeon.By Dobby the Drem Adventurer level 21
7th Profit 122nd year of Ascendancy at 11:55 see stats
 Infinite x30 (Exploration mode)
			Got to level 30 of the infinite dungeon.
			Infinite x30 (Exploration mode)
			Got to level 30 of the infinite dungeon.By Dobby the Drem Adventurer level 30
18th Profit 122nd year of Ascendancy at 00:30 see stats
 Infinite x40 (Exploration mode)
			Got to level 40 of the infinite dungeon.
			Infinite x40 (Exploration mode)
			Got to level 40 of the infinite dungeon.By Dobby the Drem Adventurer level 36
25th Profit 122nd year of Ascendancy at 19:24 see stats
 Infinite x50 (Exploration mode)
			Got to level 50 of the infinite dungeon.
			Infinite x50 (Exploration mode)
			Got to level 50 of the infinite dungeon.By Dobby the Drem Adventurer level 45
2nd Wealth 122nd year of Ascendancy at 01:56 see stats
 Infinite x60 (Exploration mode)
			Got to level 60 of the infinite dungeon.
			Infinite x60 (Exploration mode)
			Got to level 60 of the infinite dungeon.By Dobby the Drem Adventurer level 53
16th Wealth 122nd year of Ascendancy at 04:27 see stats
 Infinite x70 (Exploration mode)
			Got to level 70 of the infinite dungeon.
			Infinite x70 (Exploration mode)
			Got to level 70 of the infinite dungeon.By Dobby the Drem Adventurer level 58
23rd Wealth 122nd year of Ascendancy at 11:29 see stats
 Infinite x80 (Exploration mode)
			Got to level 80 of the infinite dungeon.
			Infinite x80 (Exploration mode)
			Got to level 80 of the infinite dungeon.By Dobby the Drem Adventurer level 62
29th Wealth 122nd year of Ascendancy at 01:48 see stats
 Infinite x90 (Exploration mode)
			Got to level 90 of the infinite dungeon.
			Infinite x90 (Exploration mode)
			Got to level 90 of the infinite dungeon.By Dobby the Drem Adventurer level 68
6th Dearth 122nd year of Ascendancy at 09:34 see stats
 Invasion from the Depths (Exploration mode)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Exploration mode)
			Stopped a naga invasion by closing their portal.By Dobby the Drem Adventurer level 37
26th Profit 122nd year of Ascendancy at 14:01 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Dobby the Drem Adventurer level 10
25th Voratun 122nd year of Ascendancy at 17:35 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Dobby the Drem Adventurer level 20
4th Profit 122nd year of Ascendancy at 23:45 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Dobby the Drem Adventurer level 30
15th Profit 122nd year of Ascendancy at 17:26 see stats
 Level 40 (Exploration mode)
			Got a character to level 40.
			Level 40 (Exploration mode)
			Got a character to level 40.By Dobby the Drem Adventurer level 40
31st Profit 122nd year of Ascendancy at 08:29 see stats
 Level 50 (Exploration mode)
			Got a character to level 50.
			Level 50 (Exploration mode)
			Got a character to level 50.By Dobby the Drem Adventurer level 50
8th Wealth 122nd year of Ascendancy at 11:18 see stats
 Overpowered! (Exploration mode)
			Did over 6000 damage in one attack.
			Overpowered! (Exploration mode)
			Did over 6000 damage in one attack.By Dobby the Drem Adventurer level 53
15th Wealth 122nd year of Ascendancy at 18:18 see stats
 Size is everything (Exploration mode)
			Did over 1500 damage in one attack.
			Size is everything (Exploration mode)
			Did over 1500 damage in one attack.By Dobby the Drem Adventurer level 33
20th Profit 122nd year of Ascendancy at 02:58 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Dobby the Drem Adventurer level 27
11st Profit 122nd year of Ascendancy at 06:24 see stats
 The Old Ones (Exploration mode)
			Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.
			The Old Ones (Exploration mode)
			Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Dobby the Drem Adventurer level 65
2nd Dearth 122nd year of Ascendancy at 08:49 see stats
 The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.
			The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.By Dobby the Drem Adventurer level 43
41st Profit 122nd year of Ascendancy at 12:24 see stats
 Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Dobby the Drem Adventurer level 28
13rd Profit 122nd year of Ascendancy at 12:28 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Dobby the Drem Adventurer level 18
1st Acquisition 122nd year of Ascendancy at 07:09 see stats
Log
Dobby's spell attains critical power!
Dobby's Shadow's spell attains critical power!
Dobby HEALS from blight damage!
Dobby's Shadow hits Iceblock for 251 light, 676 nature, 14 light, 17 fire, 7 lightning, 37 darkness, 29 fire, 25 acid, 11 mind, 6 cold, 63 arcane, 87 temporal, 118 fire, 50 fire, 582 nature, 13 lightning, 103 darkness, 61 fire, 30 acid, 17 mind, 11 cold, 124 arcane, 186 temporal, 66 fire, 42 fire, 15 light, 16 fire, 7 lightning, 59 darkness, 26 fire, 17 acid, 13 mind, 6 cold, 86 arcane, 132 temporal, 38 fire, 248 blight, 623 physical, 31 cold, 50 acid, 29 fire, 47 lightning, 9 lightning, 131 darkness, 88 fire, 39 acid, 27 mind, 15 cold, 134 arcane, 339 temporal, 90 fire, 5 lightning, 58 darkness, 29 fire, 14 acid, 10 mind, 5 cold, 102 arcane, 145 temporal, 52 fire (5328 total damage).
Dobby's Shadow hits Carrion worm mass for 233 arcane damage.
Dobby's Shadow hits Dobby for (53 absorbed), (53 mana), (0 turned into osmosis), 0 light, (126 absorbed), (126 mana), (0 turned into osmosis), 0 blight, 4 healing, (308 absorbed), (478 mana), (-171 turned into osmosis), 0 physical, (8 turned into osmosis), 8 cold, (8 turned into osmosis), 8 acid, (5 turned into osmosis), 5 fire, (8 turned into osmosis), 8 lightning, (4 turned into osmosis), 4 lightning, (17 turned into osmosis), 17 darkness, (9 turned into osmosis), 9 fire, (8 turned into osmosis), 8 acid, (4 turned into osmosis), 4 mind, (62 turned into osmosis), 218 darkness, (4 turned into osmosis), 4 cold, (23 turned into osmosis), 23 arcane, (62 turned into osmosis), 152 physical, (40 turned into osmosis), 40 temporal, (62 turned into osmosis), 307 darkness, (8 turned into osmosis), 8 mind, (62 turned into osmosis), 133 blight, 63 healing, (0 turned into osmosis), 899 physical, (0 turned into osmosis), 3 lightning, (0 turned into osmosis), 14 darkness, (0 turned into osmosis), 11 fire, (0 turned into osmosis), 8 acid, (0 turned into osmosis), 8 mind, (0 turned into osmosis), 4 cold, (0 turned into osmosis), 33 arcane, (0 turned into osmosis), 29 temporal, (0 turned into osmosis), 72 physical, (0 turned into osmosis), 72 temporal, (0 turned into osmosis), 98 arcane, (0 turned into osmosis), 36 lightning, (0 turned into osmosis), 18 fire (2262 total damage) [67 healing].
Melee retaliation hits Iceblock for 29 lightning, 40 fire, 6 nature, 12 acid, 25 lightning, 44 fire, 8 nature, 8 acid, 51 arcane (220 total damage).
Melee retaliation hits Dobby for 30 healing, 30 healing (0 total damage) [60 healing].
Melee retaliation hits Dobby's Shadow for (25 absorbed), 0 lightning, (22 absorbed), 0 fire, (5 absorbed), 0 nature, (5 absorbed), 0 acid, 66 healing, (6 absorbed), 0 lightning, (11 absorbed), 0 fire, (3 absorbed), 0 nature, (3 absorbed), 0 acid, 66 healing, (29 absorbed), 0 lightning, (26 absorbed), 0 fire, (3 absorbed), (2 to ice), (2 absorbed), 0 nature, (2 to ice), (4 absorbed), 0 acid, (7 to ice), (11 absorbed), 0 lightning, (9 to ice), (13 absorbed), 0 fire, (2 to ice), (3 absorbed), 0 nature, (2 to ice), (3 absorbed), 0 acid, (2 to ice), (4 absorbed), 0 lightning, (2 to ice), (3 absorbed), 0 fire, (1 to ice), (1 absorbed), 0 nature, (1 to ice), (1 absorbed), 0 acid, (2 to ice), (3 absorbed), 0 lightning, (2 to ice), (3 absorbed), 0 fire, (1 to ice), (1 absorbed), 0 nature, (1 to ice), (1 absorbed), 0 acid, (2 to ice), (4 absorbed), 0 lightning, (2 to ice), (3 absorbed), 0 fire, (1 to ice), (1 absorbed), 0 nature, (1 to ice), (1 absorbed), 0 acid (0 total damage) [133 healing].
Dobby hits Dobby's Shadow for (130 absorbed), 0 nature, (273 absorbed), 0 physical, (17 absorbed), 0 cold, (20 absorbed), 0 lightning, (6 absorbed), 0 fire, (11 absorbed), 0 acid, (7 absorbed), 0 lightning, (27 absorbed), 0 darkness, (16 absorbed), 0 fire, (11 absorbed), 0 acid, (6 absorbed), 0 cold, (8 absorbed), 0 mind, (6 absorbed), 0 mind, (110 absorbed), 0 arcane, (2 to ice), (3 absorbed), 0 fire, (1 to ice), (1 absorbed), 0 lightning, (2 to ice), (3 absorbed), 0 darkness, (1 to ice), (2 absorbed), 0 fire, (1 to ice), (1 absorbed), 0 acid, (1 to ice), (1 absorbed), 0 cold, (1 to ice), (1 absorbed), 0 mind, (6 to ice), (9 absorbed), 0 arcane, (1 to ice), (2 absorbed), 0 fire (0 total damage).
Dobby's Shadow is free from the ice.
Dobby is not dazed anymore.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 265.
Dobby's Beyond the Flesh performs a melee critical strike against Dobby's Shadow!
Dobby's Shadow is afflicted by a crippling illness!
Dobby's Shadow's spell attains critical power!
Dobby's Shadow is dazed!
Dobby's Blighted Maul shakes the ground with its impact!
Dobby's tinker attains critical power!
Dobby's Shadow is not dazed anymore.
Dobby's Shadow is disabled.
Dobby's spell attains critical power!
Dobby's Shadow is on fire!
Dobby's Shadow's is surrounded with an all-consuming flame!
Dobby's Shadow starts to bleed.
Dobby is not stunned anymore.
Dobby has recovered!
Dobby's Beyond the Flesh performs a melee critical strike against Dobby!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 196.
Dobby's Shadow's weapon surges with fire!






















































































































































