












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Krog | 
| Class | Skirmisher | 
| Level / Exp | 50 / 2124% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 87 (base 34) | 
| Dexterity | 142 (base 64) | 
| Constitution | 47 (base 16) | 
| Magic | 22 (base 10) | 
| Willpower | 88 (base 60) | 
| Cunning | 116.6 (base 60) | 
Resources
| Life | 1729/1729 | 
| Stamina | 398/422 | 
| Equilibrium | 31 | 
| Healing Factor | 2.1457603686635 | 
| Regeneration | 44.042553295153 | 
Speed
| Mental | +25% | 
| Attack | +15% | 
| Movement | +10% | 
| Spell | +15% | 
| Global | +120% | 
Vision
| Sight | 10 | 
| Lite | -4 | 
| Infravision | 8 | 
| See Stealth | 52.646835228806 | 
| See Invisible | 52.646835228806 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major, humanoid/orc | 
Offense: Mainhand
| Damage | 255 | 
| Accuracy | 91 | 
| Crit Chance | 75% | 
| APR | 53 | 
| Speed | 0.56 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 6.6666666666667 | 
| Crit Chance | 59% | 
| Speed | 0.8695652173913 | 
Offense: Mind
| Mindpower | 72 | 
| Crit Chance | 55% | 
| Speed | 0.8695652173913 | 
Offense: Damage Bonus
| Acid | +13% | 
| Nature | +16% | 
| Darkness | +13% | 
| Blight | +16% | 
| Physical | +85% | 
| Mind | +13% | 
| All | +7% | 
Offense: Damage Penetration
| Darkness | +35% | 
| Nature | +25% | 
| Temporal | +25% | 
| Blight | +25% | 
| Physical | +62% | 
| Fire | +25% | 
| All | +15% | 
Defense: Base
| Armour (hardiness) | 86 (67.811550151976%) | 
| Defense | 63 | 
| Ranged Defense | 67 | 
| Fatigue | 8.7616173808087 | 
| Physical Save | 59 | 
| Spell Save | 49 | 
| Mental Save | 67 | 
Defense: Resistances
| Acid | + 50%( 70%) | 
| Blight | + 46%( 70%) | 
| Arcane | + 42%( 70%) | 
| Cold | + 50%( 70%) | 
| All | + 32%( 70%) | 
| Darkness | + 66%( 70%) | 
| Light | + 46%( 70%) | 
| Temporal | + 56%( 70%) | 
| Lightning | + 46%( 70%) | 
| Physical | + 70%( 70%) | 
| Fire | + 62%( 70%) | 
| Nature | + 65%( 70%) | 
Defense: Immunities
| Pinning Resistance | 30% | 
| Confusion Resistance | 10% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -1099 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 796% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 10 turns. While Heroism is active, you will only die when reaching -886 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Tireless Combatant | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Buckler Training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 2/5 | 
| Cunning / Poisons | 1.20 | 
  | 2/5 | 
  | 2/5 | 
  | 4/5 | 
  | 0/5 | 
| Cunning / Called Shots | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Race / Krog | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Antimagic | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 4/5 | 
| Cunning / Scoundrel | 1.10 | 
  | 2/5 | 
  | 3/5 | 
  | 4/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Counter Shot | 
| talent | Antimagic Shield | 
| talent | Trained Reactions | 
| talent | Numbing Poison | 
| talent | Apply Poison | 
| talent | Lacerating Strikes | 
| talent | Crippling Poison | 
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth!  | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed | 
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Conversion (+1 level(s)).  | done | 
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You failed to protect the lost warrior from death by dread. Escort: lost warrior (level 4 of Dreadfell) | failed | 
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)).  | done | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3130.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | completed | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!  | completed | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Eilinudamina the Blindroar (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 36% chance to corrode armour by 30% * 20% chance to disease Changes stats: +7 Dex / +5 Cun / +6 Con / +14 Lck Changes resistances: +12% darkness / +9% temporal Changes resistances penetration: +5% darkness / +15% physical Stealth bonus: +10 Physical save: +22 (+5 eff.) Mental save: +25 (+6 eff.) A pair of boots made of leather.  | 
| Quiver |  Chargeshine (52/52, 163% power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 163% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 52 When this weapon hits: Netherblast (20% chance level 5). On weapon hit: * 25% chance to remove a magical effect On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing Damage (Ranged): +40 lightning / +12 bleed / +18 nature Burst (radius 1) on hit: +12 lightning When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death.  | 
| Light source |  Korobers the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +10 Cun / +3 Wil Changes resistances penetration: +15% all Grants telepathy: Demon/Minor Demon/Major Physical save: +13 (+3 eff.) Mental crit. chance: +1% Light radius: -5 Infravision radius: +8 Healing mod.: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  drakeskin leather cap 'Arinne' (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: +5 Fatigue: +5% Changes stats: +8 Str / +17 Dex / +2 Cun Changes resistances: +14% nature / +6% acid Changes damage: +6% acid Critical mult.: +10.00% Spell save: +8 (+3 eff.) Mental save: +16 (+4 eff.) Maximum life: +87.00 Healing mod.: +30% A cap made of leather.  | 
| On hands |  Brodylebar the drakeskin leather gloves (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Physical crit. chance: +19.0% Armour: +13 Damage (Melee): 13 physical Effects when hit in melee: * 37% chance to disease * 50% chance to inflict 15% damage reduction Changes stats: +8 Dex / +7 Wil / +3 Cun / +4 Con Changes damage: +9% physical Critical mult.: +12.00% Spell crit. chance: +19% Mental crit. chance: +14% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Viperjustice (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 nature Changes stats: +8 Str / +6 Dex / +2 Cun Changes resistances: +14% nature Changes damage: +9% nature Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Spell save: +13 (+5 eff.) Mental save: +15 (+4 eff.) Maximum life: +76.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  BlindmonsterCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Armour: +20 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes stats: +10 Str / +17 Dex / +9 Cun Changes resistances: +12% darkness Changes resistances penetration: +15% darkness / +10% nature Changes damage: +6% darkness Rings can have magical properties.  | 
| On fingers |  BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward.  | 
| Around neck |  Aremina the StokepiercerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to disease Changes stats: +3 Dex / +6 Wil / +5 Cun / +6 Con Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +9% blight / +9% physical Life regen: +1.10 Stamina each turn: +0.40 Movement speed: +10% Combat speed: +10% Amulets can have magical properties.  | 
| In main hand |  Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall...  | 
| Around waist |  NeretaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Mag / +5 Wil Changes resistances penetration: +17% physical Changes damage: +25% physical Spell save: +6 (+2 eff.) Mental save: +11 (+3 eff.) Life regen: +2.90 Mana when firing critical spell: +3.00 Maximum life: +81.00 Maximum mana: +80.00 Healing mod.: +30% A belt that goes around your waist.  | 
| In off hand |  voratun shield 'Brenuhor' (15 def, 25 armour, 100% power, 205 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +205 On weapon hit: * 47% chance to gain 10% of a turn (3/turn limit) * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +25 Armour Hardiness: +10% Defense: +15 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +14% Changes resistances: +6% cold / +12% fire / +18% physical Talent granted: +5 Block Only die when reaching: -20.00 life Maximum life: +72.00 Handheld deflection devices.  | 
| Cloak |  Layigawen (3 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +25 Armour: +8 Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +3% fire / +6% darkness / +2% physical Critical mult.: +30.00% Stealth bonus: +15 Stun/Freeze immunity: +10% Knockback immunity: +10% Maximum life: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Breath of Eyal 'Glonne' (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 4 temporal Changes resistances: +20% lightning / +26% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +10% physical / +20% blight / +20% cold / +15% arcane / +20% darkness Changes resistances penetration: +10% blight / +10% temporal Changes damage: +6% mind Physical save: +16 (+4 eff.) Spell save: +20 (+7 eff.) Life regen: +7.40 Stamina each turn: +1.70 Mindpower: +10 (+3 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.  | 
Inventory
 heroism infusion of the psychic (+18 for 11 turns, die at -893)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -893 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion of the sneak (+22 for 11 turns, die at -653)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -653 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion of the sneak (+24 for 11 turns, die at -999)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 11 turns. While Heroism is active, you will only die when reaching -999 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion of the sneak (+23 for 10 turns, die at -1030)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -1030 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion of the sneak (+21 for 8 turns, die at -754)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 8 turns. While Heroism is active, you will only die when reaching -754 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.insidious poison infusion (48 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 47.89 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion (576% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the duelist (1005% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1005% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the psychic (847% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the sneak (812% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the sneak (881% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 881% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the warrior (561% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion of the duelist (heal 791 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 791 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion of the sneak (heal 583 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 583 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion of the sneak (heal 479 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion of the warrior (heal 358 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.sun infusion (rad 9; power 22; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 wild infusion of the duelist (resist 36%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you.  | 
 Blindsage of the BlightspawnPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects when hit in melee: * 28% chance to disease * 46% chance to inflict 15% damage reduction Changes stats: +7 Str / +8 Dex / +15 Wil Changes damage: +6% physical Physical save: +10 (+2 eff.) Teleport immunity: +50% Stamina each turn: +0.80 It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 14 turns. Amulets can have magical properties.  | 
 Getirarin the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances: +13% mind / +2% physical Confusion immunity: +20% Equilibrium when hit: +0.08 Maximum life: +40.00 Maximum stamina: +5.00 Amulets can have magical properties.  | 
 MorningthornPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +7 (+2 eff.) Changes stats: +4 Mag Changes resistances: +1% physical Changes resistances penetration: +5% light Changes damage: +6% blight / +11% fire / +7% physical Critical mult.: +19.00% Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +20.00 Maximum mana: +31.00 Spellpower: +7 (+1 eff.) Combat speed: +10% Amulets can have magical properties.  | 
 Silabressra the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +10 Str / +10 Con Talent mastery: +0.22 Technique / Buckler Training Infravision radius: +2 Amulets can have magical properties.  | 
 Xalerin the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 39% chance to disease * 41% chance to inflict 15% damage reduction Changes stats: +3 Cun / +7 Dex Changes resistances penetration: +20% mind Changes damage: +9% physical Critical mult.: +18.00% Maximum psi: +40.00 Combat speed: +10% Amulets can have magical properties.  | 
 gold amulet 'Mayiwen'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +5 Wil / +6 Cun / +8 Con Changes damage: +9% blight Spell save: +20 (+7 eff.) Life regen: +0.80 Stamina each turn: +0.90 Maximum mana: +60.00 Maximum vim: +50.00 Spell crit. chance: +3% Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties.  | 
 gold amulet 'Phoenixpassion'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +9% fire Changes damage: +6% mind Physical save: +19 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +10% Cut immunity: +50% Infravision radius: +4 Sight radius: +2 See invisible: +8 Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 281 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
 starlit copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties.  | 
 voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties.  | 
 voratun amulet 'Aeritta'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -9% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Mag Changes damage: +8% acid / +7% fire / +8% cold / +8% lightning Talent mastery: +0.39 Cunning / Called Shots Physical save: +9 (+2 eff.) Life regen: +3.20 Maximum stamina: +5.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.voratun amulet of mastery (0.28 Technique / Tireless Combatant) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.28 Technique / Tireless Combatant Amulets can have magical properties.  | 
 wanderer's steel amulet of dexterity (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +8 Dex / +5 Cun / +5 Con Disease immunity: +15% Life regen: +0.70 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. It was changed by the digestive sack.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 DawncutterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Fatigue: -8% Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +3 Mag / +7 Con Changes resistances: +15% light See invisible: +6 Rings can have magical properties.  | 
 DawngashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +7 Dex / +1 Wil / +5 Con Mental save: +8 (+2 eff.) Confusion immunity: +28% Rings can have magical properties.  | 
 EclipsestrikerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -12% Changes stats: +2 Mag / +2 Wil / +5 Con Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +12% darkness Reduces incoming crit damage: 10.00% Life regen: +2.00 Maximum life: +96.00 Infravision radius: +3 Healing mod.: +30% Rings can have magical properties.  | 
 EmaminaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Mag Changes resistances: +9% nature / +6% cold Physical save: +12 (+3 eff.) Spell save: +9 (+3 eff.) Disease immunity: +10% Cut immunity: +50% Teleport immunity: +20% Spellpower: +14 (+2 eff.) Rings can have magical properties.  | 
 Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
 LayaveaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Dex Changes resistances: +9% cold / +24% nature / +3% temporal Changes damage: +12% nature Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +29.00 Rings can have magical properties.  | 
 Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.  | 
 SilussraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Cun / +8 Dex Changes resistances: +18% cold / +6% nature / +6% fire Changes resistances penetration: +25% mind Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Rings can have magical properties.  | 
 mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Mental save: +7 (+2 eff.) Confusion immunity: +21% Rings can have magical properties.  | 
 stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties.  | 
 voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties.  | 
 warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties.  | 
 warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+1 eff.) Confusion immunity: +22% Rings can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.Belorevea (174% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +14 Defense: +21 (+5 eff.) Changes stats: +2 Con Changes resistances: +3% physical Changes damage: +24% physical Grants telepathy: Humanoid/Orc Disarm immunity: +70% Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords.  | 
 Porona the hardened leather slingRequires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +17 nature When wielded/worn: Ranged Defense: +2 (+0 eff.) Changes stats: +2 Con Changes resistances: +10% acid / +9% lightning / +10% fire / +10% cold / +5% all Changes resistances penetration: +6% nature Talent mastery: +0.20 Wild-gift / Fungus Spell save: +8 (+3 eff.) Blindness immunity: +5% Disarm immunity: +5% Knockback immunity: +10% Teleport immunity: +15% It can be used to regenerate 150 life over 5 turns, putting all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes.  | 
 SearstreakerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 2) on crit: +2 fire When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +14.0% Changes stats: -8 Cun / +8 Str Changes resistances penetration: +18% physical Changes damage: +12% fire / +3% arcane / +34% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mana when firing critical spell: +3.00 Resist all after a teleport: +2% Slings are used to hurl stones or metal shots at your foes.  | 
 XeridhenneRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +18 lightning When wielded/worn: Ammo reloads per turn: +5 Changes stats: +6 Dex / +6 Mag / +2 Wil Changes resistances penetration: +9% temporal / +14% physical Changes damage: +16% lightning / +12% physical / +8% temporal Grants telepathy: Dragon Humanoid/Orc Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes.  | 
 hardened leather sling 'Brightquake'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to blind Burst (radius 2) on crit: +6 light When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +16% physical Changes damage: +9% acid / +16% physical / +3% light Slings are used to hurl stones or metal shots at your foes.  | 
 This item will automatically be transmogrified when you leave the level.infernal dragonbone vilestaff of blasting (136% power, 6 apr, blight element) Requires: - Magic 48 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 stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +33 (+6 eff.) Spell crit. chance: +15% See invisible: +20 It can be used to unleash an elemental blastwave, dealing 57.13 to 68.55 blight damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.inquisitor's voratun waraxe of nature (150% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +15% nature One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.insidious voratun waraxe of massacre (166% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +60 insidious poison One-handed war axes.  | 
 DaimorodanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% nature Disarm immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +5% Life regen: +0.90 Only die when reaching: -80.00 life Healing mod.: +11% A belt that goes around your waist.  | 
 Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 74 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
 drakeskin leather belt 'Stokenaught'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +18 (+5 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +5 Con Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +12% fire Stealth bonus: +10 Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Size category: +2 A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.spiritwalker's drakeskin leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.60 Maximum mana: +60.00 A belt that goes around your waist.  | 
 Grinygar (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+6 eff.) Armour: +7 Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +1 Cun Changes resistances: +11% blight / +19% cold / +12% nature Changes damage: +6% mind Mental save: +12 (+3 eff.) Life regen: +1.30 Equilibrium when hit: +0.08 Maximum life: +46.00 Maximum stamina: +25.00 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Zanyrelach (15 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Armour: +9 Defense: +15 (+4 eff.) Fatigue: -9% Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +15% acid Changes damage: +12% mind Grants telepathy: Humanoid/Orc Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +21 (+5 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum life: +110.00 Maximum stamina: +37.00 Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Anuruigas the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes resistances: +3% blight / +11% fire / +14% cold Changes resistances penetration: +25% mind Changes damage: +6% mind / +6% blight Silence immunity: +39% Confusion immunity: +47% Stun/Freeze immunity: +39% Movement speed: +20% A pair of boots made of leather.  | 
 Boots of the Hunter (2 def, 12 armour)Requires: - Talent 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 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 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), costing 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.  | 
 Ivuwyn the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Mag Changes resistances: +12% lightning / +15% temporal Critical mult.: +15.00% Physical save: +13 (+3 eff.) Spell save: +34 (+11 eff.) Mental save: +12 (+3 eff.) Life regen: +4.60 Mana each turn: +0.12 Vim when firing critical spell: +3.00 Spell crit. chance: +2% Healing mod.: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of speed (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Spellpower: +6 (+1 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
 Yaryrath the drakeskin leather gloves (9 def, 12 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Physical crit. chance: +16.0% Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 13 physical Effects when hit in melee: * 49% chance to disease * 41% chance to inflict 15% damage reduction Changes stats: +2 Str / +6 Dex / +7 Cun Changes damage: +8% physical Critical mult.: +9.00% Spell crit. chance: +14% Mental crit. chance: +16% Healing mod.: +10% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Emelorewyn the Flashstreak (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +7 Mag / +6 Wil / +4 Cun Changes resistances: +9% cold / +11% nature / +6% light Changes damage: +18% blight / +12% arcane Spell save: +22 (+8 eff.) Mental save: +6 (+2 eff.) Disease immunity: +10% Only die when reaching: -20.00 life Maximum life: +89.00 Spell crit. chance: +4% Healing mod.: +27% A cap made of leather.  | 
 Lisonor the Kindlewish (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +4 Cun / +6 Con Changes resistances: +6% lightning / +9% temporal / -17% light / +23% cold / +16% fire Spell save: +30 (+10 eff.) Life regen: +4.50 A cap made of leather.  | 
 dwarven-steel helm 'Blastlore' (7 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +7 (+2 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +3 Wil / +5 Cun / +4 Con Changes resistances: +9% lightning / +9% fire Changes resistances penetration: +15% lightning Mental save: +8 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.grounding voratun helm of strength (+10) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +15% lightning / +14% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.voratun helm 'Eilinobeth' (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +3 Str / +13 Dex / +2 Mag / +4 Cun Changes resistances: +15% fire / +15% cold Changes damage: +12% acid Reduces incoming crit damage: 20.00% Light radius: +3 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.  | 
 This item will automatically be transmogrified when you leave the level.spiked voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical A suit of armour made of metal plates.  | 
 Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 87 power out of 100/100. The very essence of bearness!  | 
 43 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart.  | 
 Emelemina the Sunslice (dig speed 20 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Changes stats: +3 Cun / +5 Str Changes resistances: +12% nature / +9% blight Changes resistances penetration: +25% blight / +5% temporal / +10% fire Changes damage: +7% nature Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick.  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 IssydarPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Str / +1 Dex / +10 Cun Changes resistances: +9% acid / +10% temporal / +14% darkness / +15% blight / +9% cold Maximum life: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: -6 Infravision radius: +13 See invisible: +13 Defense after a teleport: +19 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 30 blight damage or heals 39 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 alchemist's lamp 'Plaguepower'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances penetration: +10% nature Critical mult.: +6.00% Physical save: +36 (+9 eff.) Only die when reaching: -20.00 life Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 bright dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Maximum life: +65.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 This item will automatically be transmogrified when you leave the level.dwarven lantern 'Darkcast' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +6 Con Changes resistances: +13% blight / +18% temporal / +6% arcane Changes resistances penetration: +15% arcane / +20% darkness Changes damage: +21% temporal / +9% darkness / +40% arcane Life regen: +6.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 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, costing 1 power out of 1/1. This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Gorestreak the pouch of stralite shots (52/52, 156% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 156% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 52 On weapon hit: * Slows global speed by 40% Damage (Ranged): +28 nature Burst (radius 1) on hit: +28 nature When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death.  | 
 Starvice [power 78]  (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% fire Changes resistances penetration: +15% fire Changes damage: +15% light / +3% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power.  | 
 The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 31 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it.  | 
 Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
 Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By pew pew the Krog Skirmisher level 35
6th Flare 123rd year of Ascendancy at 00:23 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By pew pew the Krog Skirmisher level 50
67th Haze 124th year of Ascendancy at 21:26 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By pew pew the Krog Skirmisher level 34
3rd Flare 123rd year of Ascendancy at 16:59 see stats
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By pew pew the Krog Skirmisher level 15
43rd Dusk 122nd year of Ascendancy at 19:02 see stats
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By pew pew the Krog Skirmisher level 47
2nd Summertide 124th year of Ascendancy at 19:29 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By pew pew the Krog Skirmisher level 47
4th Mirth 124th year of Ascendancy at 16:35 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By pew pew the Krog Skirmisher level 37
6th Dusk 123rd year of Ascendancy at 09:45 see stats
			Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
			Killed Borius in the Bearscape.By pew pew the Krog Skirmisher level 29
1st Time of Balance 123rd year of Ascendancy at 01:32 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By pew pew the Krog Skirmisher level 27
32nd Regrowth 123rd year of Ascendancy at 18:11 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By pew pew the Krog Skirmisher level 36
2nd Dusk 123rd year of Ascendancy at 21:59 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By pew pew the Krog Skirmisher level 31
37th Pyre 123rd year of Ascendancy at 11:53 see stats
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By pew pew the Krog Skirmisher level 50
30th Regrowth 125th year of Ascendancy at 19:19 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By pew pew the Krog Skirmisher level 19
3rd Haze 122nd year of Ascendancy at 14:46 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By pew pew the Krog Skirmisher level 27
42nd Regrowth 123rd year of Ascendancy at 12:44 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By pew pew the Krog Skirmisher level 34
74th Pyre 123rd year of Ascendancy at 11:15 see stats
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By pew pew the Krog Skirmisher level 50
6th Decay 124th year of Ascendancy at 18:34 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By pew pew the Krog Skirmisher level 24
10th Regrowth 123rd year of Ascendancy at 04:43 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By pew pew the Krog Skirmisher level 48
3rd Summertide 124th year of Ascendancy at 01:14 see stats
			Invasion from the Depths (Insane (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.By pew pew the Krog Skirmisher level 50
56th Haze 124th year of Ascendancy at 10:14 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By pew pew the Krog Skirmisher level 10
10th Flare 122nd year of Ascendancy at 01:35 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By pew pew the Krog Skirmisher level 20
4th Haze 122nd year of Ascendancy at 11:46 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By pew pew the Krog Skirmisher level 30
32nd Pyre 123rd year of Ascendancy at 02:26 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By pew pew the Krog Skirmisher level 40
23rd Haze 123rd year of Ascendancy at 12:13 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By pew pew the Krog Skirmisher level 50
5th Flare 124th year of Ascendancy at 15:44 see stats
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By pew pew the Krog Skirmisher level 50
5th Decay 124th year of Ascendancy at 03:26 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By pew pew the Krog Skirmisher level 21
34th Haze 122nd year of Ascendancy at 13:08 see stats
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By pew pew the Krog Skirmisher level 50
45th Haze 124th year of Ascendancy at 05:00 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By pew pew the Krog Skirmisher level 42
9th Decay 123rd year of Ascendancy at 04:22 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By pew pew the Krog Skirmisher level 21
77th Haze 122nd year of Ascendancy at 11:41 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By pew pew the Krog Skirmisher level 37
3rd Dusk 123rd year of Ascendancy at 02:13 see stats
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By pew pew the Krog Skirmisher level 50
30th Regrowth 125th year of Ascendancy at 19:18 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By pew pew the Krog Skirmisher level 9
6th Flare 122nd year of Ascendancy at 10:02 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By pew pew the Krog Skirmisher level 50
5th Decay 124th year of Ascendancy at 09:41 see stats
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By pew pew the Krog Skirmisher level 50
30th Regrowth 125th year of Ascendancy at 19:19 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By pew pew the Krog Skirmisher level 50
31st Haze 124th year of Ascendancy at 15:02 see stats
			The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By pew pew the Krog Skirmisher level 27
16th Regrowth 123rd year of Ascendancy at 19:21 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By pew pew the Krog Skirmisher level 39
11st Haze 123rd year of Ascendancy at 03:51 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By pew pew the Krog Skirmisher level 20
5th Haze 122nd year of Ascendancy at 20:00 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By pew pew the Krog Skirmisher level 14
13rd Dusk 122nd year of Ascendancy at 10:29 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By pew pew the Krog Skirmisher level 34
3rd Flare 123rd year of Ascendancy at 12:34 see stats
Log
Fire wyrm receives 5 healing from High Sun Paladin Aeryn.
Fire wyrm's devouring flames area effect drains life from High Sun Paladin Aeryn!
Ran for 2 turns (stop reason: taken damage).
Pew pew's mind surges with critical power!
Pew pew is invigorated by the attack!
Fire wyrm's devouring flames area effect hits pew pew for (23 antimagic), 0 fire (0 total damage).
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 34 fire damage.
Fire wyrm receives 5 healing from High Sun Paladin Aeryn.
Fire wyrm's devouring flames area effect drains life from High Sun Paladin Aeryn!
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 34 fire damage.
Fire wyrm receives 5 healing from High Sun Paladin Aeryn.
Fire wyrm receives 5 healing from Something.
Fire wyrm receives 5 healing from Something.
Fire wyrm receives 5 healing from Something.
Fire wyrm receives 5 healing from Something.
Saving done.
Fire wyrm receives 5 healing from Something.
Pew pew is no longer attuned.
Pew pew deactivates Lacerating Strikes.
Pew pew deactivates Antimagic Shield.
Pew pew deactivates Counter Shot.
Pew pew deactivates Numbing Poison.
Pew pew deactivates Trained Reactions.
Pew pew deactivates Apply Poison.
Pew pew deactivates Crippling Poison.

























































































































