










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 | 
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 Adventure | 
| Sex | Female | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 43 / 6% | 
| Size | medium | 
| Lifes / Deaths | Killed by Ivetha the cave bear at level 9 on the 36th Dusk 122nd year of Ascendancy at 03:33 1 / 6Killed by Aralaith the minotaur at level 16 on the 19th Haze 122nd year of Ascendancy at 09:57 Killed by ritch flamespitter at level 17 on the 27th Haze 122nd year of Ascendancy at 08:04 Killed by Vorutira the snow giant at level 20 on the 64th Haze 122nd year of Ascendancy at 13:32 Killed by Gotha the water imp at level 24 on the 6th Pyre 123rd year of Ascendancy at 22:30 Killed by Saludatira the rogue sapper at level 32 on the 27th Dusk 123rd year of Ascendancy at 14:16  | 
Primary Stats
| Strength | 45 (base 12) | 
| Dexterity | 19 (base 10) | 
| Constitution | 19 (base 10) | 
| Magic | 118 (base 60) | 
| Willpower | 111 (base 60) | 
| Cunning | 51.6 (base 39) | 
Resources
| Life | 607/607 | 
| Mana | 561/679 | 
| Positive | 155/156 | 
| Healing Factor | 1.7800159698079 | 
| Regeneration | 5.4290487079141 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +153.64445076887% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| See Stealth | 20.287138184695 | 
| See Invisible | 40.233344399264 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 111 | 
| Accuracy | -7 | 
| Crit Chance | 33% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 69 | 
| Crit Chance | 68% | 
| Speed | 1 | 
| Cooldown Reduction | 30 | 
Offense: Mind
| Mindpower | 57 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +31% | 
| Lightning | +30% | 
| Light | +13% | 
| Cold | +30% | 
| Blight | +20% | 
| Arcane | +68% | 
| Fire | +87% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +20% | 
| Fire | +91% | 
| Light | +10% | 
Defense: Base
| Armour (hardiness) | 30.5 (43.636363636364%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 0 | 
| Physical Save | 36 | 
| Spell Save | 53 | 
| Mental Save | 69 | 
Defense: Resistances
| Acid | + 19%( 70%) | 
| Physical | + 13%( 70%) | 
| Lightning | + 41%( 70%) | 
| Darkness | + 25%( 70%) | 
| Arcane | + 17%( 70%) | 
| Fire | + 35%( 70%) | 
| All | + 8%( 70%) | 
Defense: Immunities
| Stun Resistance | 88% | 
| Silence Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 33% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 871 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1108% for 10 turns (277 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Spell / Meta | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Temporal | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Fire | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
  | 2/5 | 
| Spell / Wildfire | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Spell / Staff combat | 1.20 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Divination | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Burning Wake | 
| talent | Wildfire | 
| talent | Chant of Fortitude | 
| talent | Shielding | 
| talent | Quicken Spells | 
| talent | Arcane Shield | 
| talent | Keen Senses | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! | 
| detrimental effect | Your body is cauterizing, burning for 21.84 damage each turn. Cauterize | 
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked | 
| 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! | 
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization | 
| beneficial effect | The time distortion has created a restoration field, healing the target for 109 each turn. Temporal Restoration Field | 
| beneficial effect | Increases global action speed by 54%. Speed | 
| beneficial effect | Increases the effectiveness of all healing the target receives by 56%. Empowered Healing | 
| beneficial effect | The target ignores pain, reducing all damage taken by 24%. Pain Suppression | 
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed | 
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 | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You 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 Arcane Eye (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1029.  | active | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s).  | failed | 
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 named Urkis. The mages of Angolwen are ready to teleport you there.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed honey tree root. * You've found the needed red crystal shard. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the 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 within2 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
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* Find a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Brodidas the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Fatigue: -4% Changes stats: +5 Str / +2 Wil / +4 Cun Critical mult.: +9.00% Maximum encumbrance: +38 Physical save: +11 (+5 eff.) Maximum life: +40.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  alchemist's lamp 'Brightbearer'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 fire Changes resistances: +8% fire / +7% darkness / +5% arcane Changes resistances penetration: +15% fire Changes damage: +7% light / +3% arcane Damage affinity(heal): +5% light Mental save: +7 (+2 eff.) Light radius: +4 See stealth: +9 See invisible: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 197.28 light damage. At talent level 3 you gain 33% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  voratun helm 'Urodur' (6 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +5 Mag / +6 Wil Changes resistances: +4% all Changes damage: +20% blight / +18% arcane Physical save: +13 (+5 eff.) Spell save: +20 (+7 eff.) Maximum mana: +40.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Arcbrand (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +6 Str / +7 Mag Changes resistances: +6% lightning Changes damage: +7% mind / +6% fire Mental save: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  TuledulenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +9 Wil Changes resistances penetration: +10% mind Mental save: +30 (+8 eff.) Stun/Freeze immunity: +26% Life regen: +1.30 Rings can have magical properties.  | 
| On fingers |  steel ring 'Eremadir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Mag / +4 Wil / +4 Cun / +6 Con Stun/Freeze immunity: +32% Life regen: +1.50 See invisible: +9 Rings can have magical properties.  | 
| Around waist |  hardened leather belt 'Scaldwrecker'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 20 mind Changes resistances penetration: +20% fire Changes damage: +9% mind / +15% fire Maximum encumbrance: +44 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 A belt that goes around your waist.  | 
| In main hand |  Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast.  | 
| On hands |  Glitterpulverizer the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -12% Damage when hit (Melee): 8 mind Changes stats: +5 Mag / +4 Wil / +3 Con Changes damage: +8% arcane / +9% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  steel mail armour 'Aligakhad' (9 def, 11 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +9 (+5 eff.) Fatigue: +14% Damage (Melee): 9 acid / 10 fire Damage when hit (Melee): 9 acid / 10 fire Changes stats: +2 Cun / +5 Str Changes resistances: +12% acid / +6% physical / +12% darkness / +12% fire / +5% arcane Changes damage: +9% arcane Mental save: +13 (+4 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail.  | 
| Cloak |  Scorchrune the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% fire Changes resistances penetration: +10% mind Changes damage: +6% mind / +24% fire Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Kindlepeal the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +9 Str / +8 Dex / +13 Wil Changes resistances: +30% lightning Changes resistances penetration: +10% light Changes damage: +6% light Mental save: +10 (+3 eff.) Confusion immunity: +23% Stun/Freeze immunity: +30% Mindpower: +15 (+5 eff.) Amulets can have magical properties.  | 
Inventory
 Primal Infusion (affinity 29%; reduction 2; dur 6; cd 18)Infused by nature 0.10 Encumbrance. [Unique] 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 heal for 29% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved.  | 
 heroism infusion (die at -492; dur 12; cd 28)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 12 turns. While Heroism is active, you will only die when reaching -492 life. The duration and life will increase by 1% for every 1% life you have lost (currently 492 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 heroism infusion of the warrior (die at -576; dur 9; cd 20)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -576 life. The duration and life will increase by 1% for every 1% life you have lost (currently 576 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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 wizard (die at -863; dur 10; cd 21)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 endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -863 life. The duration and life will increase by 1% for every 1% life you have lost (currently 863 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the duelist (speed 417%; cd 16)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 417% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 309; 14 cd)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 309 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.  | 
 wild infusion of the wizard (res 22%; physical; dur 4; cd 16)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: 17 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.biting gale rune of the duelist (--) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 controlled phase door rune of the warrior (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 heat beam rune (75 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 74.76 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 manasurge rune (regen 1197% over 10 turns; mana 60; cd 24)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1197% for 10 turns (299 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 manasurge rune of the titan (regen 676% over 10 turns; mana 34; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 676% for 10 turns (169 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 manasurge rune of the warrior (regen 1217% over 10 turns; mana 61; cd 27)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1217% for 10 turns (304 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune of the psychic (absorb 642; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 642 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 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.  | 
 BrandsparPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% temporal / +21% fire Changes resistances penetration: +20% temporal Changes damage: +24% temporal / +5% light / +6% fire / +6% physical / +5% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties.  | 
 Darkfame of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 62% Changes stats: +8 Str / -8 Mag / +7 Cun / +5 Con Changes resistances: +3% acid Physical save: +38 (+14 eff.) Spell save: +26 (+8 eff.) Mental save: +19 (+5 eff.) Life regen: +2.60 Maximum life: +47.00 Mental crit. chance: +3% Amulets can have magical properties.  | 
 IssechakCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +10% mind Grants telepathy: Dragon Talent mastery: +0.22 Cunning / Survival Critical mult.: +10.00% Mental save: +15 (+4 eff.) Equilibrium when hit: +0.12 Mindpower: +4 (+2 eff.) Amulets can have magical properties.  | 
 Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 386 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.  | 
 Poroyariarin the ShimmernoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 27% Changes resistances: +12% lightning / +9% physical / +12% darkness Changes resistances penetration: +25% lightning / +15% darkness Changes damage: +9% lightning / +6% darkness Stamina each turn: +0.50 Amulets can have magical properties.  | 
 Splendourkarma the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes resistances: +16% lightning / +20% light Changes resistances penetration: +10% mind Changes damage: +6% light Stun/Freeze immunity: +28% Amulets can have magical properties.  | 
 Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.  | 
 cleansing gold amulet of mastery (0.18 Cunning / Survival)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +14% blight Talent mastery: +0.18 Cunning / Survival Poison immunity: +23% Disease immunity: +28% Amulets can have magical properties.  | 
 copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties.  | 
 gold amulet 'Unruneg'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +6% temporal / +22% light / +16% darkness Changes resistances penetration: +5% blight / +20% temporal Blindness immunity: +33% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties.  | 
 grounding gold amulet of mastery (0.20 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Talent mastery: +0.20 Technique / Combat training Stun/Freeze immunity: +31% Amulets can have magical properties.  | 
 grounding steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +12 Changes resistances: +11% lightning Critical mult.: +12.00% Stun/Freeze immunity: +24% Amulets can have magical properties.  | 
 insulating stralite amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +21% fire / +18% cold Amulets can have magical properties.  | 
 restful gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Teleport immunity: +50% Life regen: +1.70 It can be used to teleport you randomly (rad 35) Activation puts all charms on cooldown for 15 turns. Amulets can have magical properties.  | 
 stabilizing steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +14% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties.  | 
 stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +43.00 Amulets can have magical properties.  | 
 warrior's gold amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% physical Stamina each turn: +0.20 Amulets can have magical properties.  | 
 Bilepython the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +25% nature Changes damage: +6% blight / +15% arcane Critical mult.: +20.00% Mental save: +14 (+4 eff.) Mana when firing critical spell: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Rings can have magical properties.  | 
 Ce'Nerevea the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 20 acid Changes stats: +3 Dex / +7 Wil Changes resistances: +5% physical Physical save: +30 (+11 eff.) Mental save: +14 (+4 eff.) Only die when reaching: -80.00 life Rings can have magical properties.  | 
 CinderstriderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to reduce armor by 41% Damage when hit (Melee): 16 acid / 16 fire Changes resistances penetration: +20% acid / +25% fire Changes damage: +6% fire Stun/Freeze immunity: +24% Life regen: +1.60 Rings can have magical properties.  | 
 Gleamrigor the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 20% chance to reduce strength, dexterity, and constitution by 31 Changes resistances penetration: +25% blight Changes damage: +12% light Silence immunity: +35% Mana each turn: +0.25 Light radius: +2 Rings can have magical properties.  | 
 Goretoran the StarripperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +4 Cun / +3 Con Changes resistances: +12% light Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Infravision radius: +2 Rings can have magical properties.  | 
 KindlebearerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+5 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Cun / +5 Mag Changes resistances penetration: +15% light Changes damage: +12% fire / +9% light / +8% all Disarm immunity: +38% Pinning immunity: +25% Knockback immunity: +39% Maximum life: +28.00 Spellpower: +18 (+5 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties.  | 
 KindletaintPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil / +7 Mag Changes resistances: +26% darkness / +6% light Changes damage: +13% darkness Mana when firing critical spell: +2.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% Rings can have magical properties.  | 
 ManavonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% blight / +6% lightning / +35% nature / +6% acid Changes damage: +13% nature Spell save: +9 (+3 eff.) Rings can have magical properties.  | 
 NeruttaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to reduce armor by 41% Damage when hit (Melee): 4 mind Changes resistances: +3% mind / +12% acid Changes damage: +3% acid / +6% mind Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties.  | 
 NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 35 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
 PhlegmbutcherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +15% blight / +10% nature / +20% arcane Changes damage: +12% nature Physical save: +14 (+6 eff.) Spell save: +14 (+5 eff.) Mental save: +11 (+3 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Rings can have magical properties.  | 
 PoromiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Confusion immunity: +23% Life regen: +0.40 Healing mod.: +10% Rings can have magical properties.  | 
 Shimmerpain the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +7 Con Changes resistances: +28% darkness Changes resistances penetration: +10% lightning Changes damage: +14% darkness Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Light radius: +3 Rings can have magical properties.  | 
 SulfurjusticeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 62% Changes stats: +4 Con Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +24% nature / +12% arcane Spell save: +15 (+5 eff.) Maximum stamina: +28.00 Rings can have magical properties.  | 
 The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole."  | 
 Veluda the SkyvaultPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+14 eff.) Armour penetration: +10 Defense: +16 (+8 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Mag / +6 Wil / +14 Cun Changes resistances: +3% blight / +6% lightning Changes resistances penetration: +5% blight Changes damage: +3% nature / +12% lightning Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
 Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 Yaruladelen the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +16 Spell save: +30 (+9 eff.) Blindness immunity: +20% Disease immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +32% Teleport immunity: +20% Life regen: +1.80 Rings can have magical properties.  | 
 ZubynnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Mag / +7 Wil / +3 Cun / +4 Con Changes resistances: +9% blight Grants telepathy: Humanoid/Orc Mental save: +14 (+4 eff.) See invisible: +12 Rings can have magical properties.  | 
 copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties.  | 
 copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties.  | 
 gold ring 'Lisowyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+11 eff.) Armour penetration: +10 Defense: +11 (+6 eff.) Changes resistances: +6% fire Disease immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
 gold ring 'Manetar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 blight Changes stats: +2 Cun Changes resistances: +15% blight Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +28 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties.  | 
 gold ring 'Skyradiance'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +8 Mag / +2 Cun / +10 Con Changes resistances: +15% lightning Changes resistances penetration: +20% lightning Reduces incoming crit damage: 15.00% Blindness immunity: +34% Infravision radius: +5 See stealth: +16 See invisible: +13 Rings can have magical properties.  | 
 marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Rings can have magical properties.  | 
 psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties.  | 
 psionicist's steel ring of nature (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% nature Changes damage: +12% nature Mental save: +8 (+2 eff.) Rings can have magical properties.  | 
 psionicist's steel ring of nature (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +26% nature Changes damage: +13% nature Mental save: +6 (+2 eff.) Rings can have magical properties.  | 
 rogue's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Blindness immunity: +31% Infravision radius: +4 See stealth: +12 See invisible: +12 Rings can have magical properties.  | 
 rogue's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties.  | 
 rogue's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Defense: +12 (+6 eff.) Changes stats: +6 Cun Spellpower: +9 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties.  | 
 steel ring 'Dusknull'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+10 eff.) Damage when hit (Melee): 16 blight Changes stats: +5 Dex Changes resistances: +6% darkness Changes resistances penetration: +25% darkness / +15% blight Changes damage: +27% blight Rings can have magical properties.  | 
 steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties.  | 
 steel ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties.  | 
 steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties.  | 
 stralite ring 'Eremylen'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +6 Str / +6 Mag / +2 Wil Changes resistances: +14% mind Changes damage: +14% mind Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Maximum vim: +20.00 Rings can have magical properties.  | 
 stralite ring 'Phoenixripper'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% lightning / +12% light Changes resistances penetration: +25% fire Changes damage: +14% lightning / +15% fire / +12% light Rings can have magical properties.  | 
 stralite ring 'Unrendil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+8 eff.) Changes stats: +8 Cun / +2 Dex Changes damage: +12% blight / +12% arcane Mana each turn: +0.16 Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties.  | 
 titan's gold ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +10 (+4 eff.) Rings can have magical properties.  | 
 wizard's gold ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 (+2 eff.) Rings can have magical properties.  | 
 wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties.  | 
 wizard's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+4 eff.) Rings can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.stralite mace of daylight (36-50.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 light Damage against: +21% Undead Blunt and deadly.  | 
 Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+5 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar.  | 
 This item will automatically be transmogrified when you leave the level.nature's pulsing mindstar of venom (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +6% blight / +16% acid Changes resistances penetration: +4% acid Changes damage: +6% nature / +17% acid Disease immunity: +20% Life regen: +1.60 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.infernal yew starstaff of protection (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes resistances: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +3% See invisible: +10 Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.shimmering elven-wood starstaff of power (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +65.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
 BlazestalkerPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +25% lightning / +25% arcane Changes damage: +12% arcane / +21% lightning Mental save: +11 (+3 eff.) Spellpower: +7 (+2 eff.) A belt that goes around your waist.  | 
 BrodidoroddabersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes stats: +4 Con Changes damage: +6% blight Grants telepathy: Humanoid/Orc Mental save: +48 (+12 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +7% A belt that goes around your waist.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
 hardened leather belt 'Rotidol'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +10% lightning / +7% temporal Changes damage: +9% nature Reduces incoming crit damage: 15.00% Physical save: +30 (+11 eff.) Mental save: +45 (+11 eff.) Stun/Freeze immunity: +10% A belt that goes around your waist.  | 
 Flashidol the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to slow global speed by 62% Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Con Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +21% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Lisolle (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+7 eff.) Changes stats: +3 Wil Changes resistances: +12% lightning Physical save: +11 (+5 eff.) Blindness immunity: +25% Silence immunity: +30% Stun/Freeze immunity: +45% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere cloak 'Kindleprophet' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +3% blight Changes resistances penetration: +10% blight Changes damage: +6% light Spell save: +19 (+6 eff.) Mental save: +11 (+3 eff.) Maximum mana: +49.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 elven-silk cloak 'Bezilagrim' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Str / +4 Dex / +6 Mag / +5 Wil / +3 Cun / +3 Con Changes damage: +6% blight Spell save: +30 (+9 eff.) Damage Shield penetration: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Nimbusquake (2 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +3 Mag Changes resistances: +9% temporal / +6% fire / +16% darkness / +27% mind Changes resistances penetration: +7% temporal / +6% physical Changes damage: +3% lightning / +10% temporal / +12% arcane / +11% physical Physical save: +16 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +29 (+8 eff.) Maximum mana: +70.00 Reduces paradox anomalies(equivalent to willpower): +12 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Noonquell the silk robe (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +17% acid / +14% physical / +15% blight / +17% cold / +17% mind / +25% fire Changes resistances penetration: +10% light / +15% fire Changes damage: +10% acid / +10% physical / +9% light / +13% cold / +17% mind / +10% fire Talent cooldown: Refit Golem (-6 turns) Life regen: +4.70 Maximum life: +61.00 Light radius: +3 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.Aerenn (9 def, 13 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +3% Changes stats: +2 Str / +2 Mag / +2 Con Changes resistances: +6% lightning / +18% cold Physical save: +11 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +41 (+11 eff.) A pair of boots made of leather.  | 
 Camemafang the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +4 Str / +1 Dex / +1 Mag Changes damage: +3% arcane Reduces incoming crit damage: 15.00% Spellpower: +3 (+1 eff.) A pair of boots made of leather.  | 
 Eluriba (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 mind Changes stats: +5 Dex Maximum encumbrance: +24 Physical save: +7 (+3 eff.) Mental crit. chance: +2% Light radius: +2 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Harintir the pair of hardened leather boots (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +3 Dex / +6 Cun / +3 Con Changes resistances: +12% fire Physical save: +10 (+4 eff.) Mental save: +13 (+4 eff.) Cut immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather.  | 
 Neretta (12 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +12 (+6 eff.) Fatigue: +3% Changes stats: +2 Mag Changes resistances: +5% fire / +7% cold Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather.  | 
 pair of dwarven-steel boots 'Searstreak' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +19% lightning / +10% temporal / +12% darkness / +18% blight / +12% fire / +9% acid Changes damage: +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Kindlebender the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -2% Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances penetration: +20% fire Grants telepathy: All Life regen: +2.80 Stamina each turn: +1.00 Maximum stamina: +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Adogata the voratun helm (3 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +5 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +5% Changes stats: +15 Str / +9 Dex / +5 Wil / +3 Cun / +5 Con Changes resistances: +6% fire / +9% physical Physical save: +10 (+4 eff.) Blindness immunity: +10% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Cracklepeal (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +7% lightning / +6% temporal / +9% darkness / +6% acid / +6% fire / +5% arcane / +3% nature A pointy cloth hat, very wizardly...  | 
 Eremalen (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +6 Cun / +3 Con Grants telepathy: Demon/Minor Demon/Major A cap made of leather.  | 
 Starglory (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Mag Changes resistances penetration: +25% light Spell save: +30 (+9 eff.) Maximum mana: +100.00 Spellpower: +16 (+4 eff.) Light radius: +3 Infravision radius: +3 A cap made of leather.  | 
 cashmere wizard hat 'Gleamfoe' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes resistances penetration: +15% light Changes damage: +11% acid / +3% light / +8% lightning / +3% blight / +8% cold / +22% arcane / +5% fire Reduces incoming crit damage: 10.00% Maximum mana: +61.00 Infravision radius: +6 See stealth: +8 See invisible: +13 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 61% and attempts to push all creatures other than yourself out of its radius, inflicting 13.81 light damage and 12.22 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 iron helm 'Swampgasher' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 nature Changes resistances: +6% lightning / +6% temporal / +6% fire Changes resistances penetration: +25% nature / +20% fire Changes damage: +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 prismatic dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% cold / +12% light / +13% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Aerukath (19 def, 23 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +19 (+10 eff.) Fatigue: +26% Changes stats: +6 Str / +4 Cun / +13 Con Mental save: +18 (+5 eff.) Life regen: +4.00 Maximum life: +130.00 Healing mod.: +30% A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.stralite plate armour 'Giligund' (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to reduce armor by 41% Damage when hit (Melee): 12 blight Changes resistances: +9% blight / +27% cold Changes resistances penetration: +10% blight / +25% acid Changes damage: +21% acid / +15% blight A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.Veletta (19 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +19 (+10 eff.) Ranged Defense: +19 (+10 eff.) Fatigue: +14% Changes stats: +10 Wil Changes resistances: +2% physical Talent granted: +4 Block Only die when reaching: -60.00 life Maximum life: +88.00 Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.acidic dwarven-steel shield (8 def, 2 armour, 87.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 22 acid Talent granted: +3 Block Handheld deflection devices.  | 
 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 1060 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.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Ce'Nadawyn the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Physical power: +8 (+2 eff.) Changes stats: +6 Str / +1 Dex Stamina each turn: +0.40 Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (158 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
 Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1001.79 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 672.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Emelirasemina the dwarven-steel torque of clear mind [power 2]  (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to reduce armor by 41% Changes resistances: +3% acid / +6% lightning / +3% nature / +5% arcane Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Spell save: +12 (+4 eff.) It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Porawe [power 25]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +6 Str Light radius: +3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Activation puts all charms on cooldown for 20 turns. When used: * Regenerate 2 psi. Torques are made by powerful psionics to store psionic powers.  | 
 Sunblast the steel torque of thermal psionic shield [power 59]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +10 Dex / +3 Mag / +5 Con Changes damage: +9% acid Light radius: +3 See invisible: +9 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Xerobrema the stralite torque of kinetic psionic shield [power 109]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes damage: +6% mind Grants telepathy: All Psi when hit: +0.12 Mindpower: +12 (+4 eff.) Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 109 for 7 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
 dwarven-steel torque of kinetic psionic shield 'Offalstun' [power 93]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 nature Changes resistances: +6% light / +6% fire Changes resistances penetration: +20% nature Spell save: +30 (+9 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
 steel torque of kinetic psionic shield 'Searraider' [power 59]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes resistances: +12% light / +6% fire Changes damage: +6% fire Talent granted: +2 Telekinetic Blast Light radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 59 for 7 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
 supercharged steel torque of charged psionic shield [power 69]  (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 69 for 7 turns Activation puts all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers.  | 
 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Duatheltide of the Blightspawn [power 14]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: -13 Con / +13 Wil Changes resistances penetration: +15% mind Changes damage: +12% arcane / +15% mind Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano It can be used to reveal the area around you, dispelling darkness (radius 14, power 95 based on Magic), and detect the presence of nearby creatures for 3 turns Activation puts all charms on cooldown for 6 turns. When used: * Regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Ebonypeal the ash wand of firewall [power 129]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 27% Changes resistances: +5% arcane / +18% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness It can be used to creates a wall of flames lasting 4 turns (dealing 241 fire damage overall) Activation puts all charms on cooldown for 6 turns. When used: * Regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Flashmarrow [power 273]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +3 cold Changes resistances penetration: +15% light Changes damage: +6% blight Talent cooldown: Volcano (-2 turns) Talents granted: +3 Volcano +1 Ward Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 510 fire damage overall) Activation puts all charms on cooldown for 6 turns. When used: * Regenerate 12 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Flashspar [power 10]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: -6% Changes damage: +15% fire Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +24 It can be used to reveal the area around you, dispelling darkness (radius 10, power 91 based on Magic), and detect the presence of nearby creatures for 3 turns Activation puts all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 elven-wood wand of conjuration 'Glintwind' [power 313]  (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to slow global speed by 62% Damage when hit (Melee): 8 light Changes resistances: +15% light Maximum wards: +3 lightning / +3 temporal / +4 blight / +4 fire / +3 cold Changes damage: +6% nature Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 156 to 313 Activation puts all charms on cooldown for 10 turns. When used: * Regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 supercharged elm wand of trap destruction [power 24]  (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (24 bonus disarm power, based on Magic) along a range 4 line Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Aozaki the Shalore Archmage level 37
65th Haze 123rd year of Ascendancy at 11:34 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Aozaki the Shalore Archmage level 37
63rd Haze 123rd year of Ascendancy at 18:52 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Aozaki the Shalore Archmage level 40
1st Allure 124th year of Ascendancy at 09:00 see stats
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Aozaki the Shalore Archmage level 28
28th Pyre 123rd year of Ascendancy at 04:35 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Aozaki the Shalore Archmage level 12
53rd Dusk 122nd year of Ascendancy at 03:50 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Aozaki the Shalore Archmage level 39
8th Decay 123rd year of Ascendancy at 11:45 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Aozaki the Shalore Archmage level 32
10th Dusk 123rd year of Ascendancy at 17:03 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Aozaki the Shalore Archmage level 22
79th Regrowth 123rd year of Ascendancy at 23:24 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Aozaki the Shalore Archmage level 28
27th Pyre 123rd year of Ascendancy at 11:21 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Aozaki the Shalore Archmage level 32
28th Dusk 123rd year of Ascendancy at 23:13 see stats
			Guiding Hand (Insane (Adventure) difficulty)
			Saved all escorted adventurers.By Aozaki the Shalore Archmage level 38
79th Haze 123rd year of Ascendancy at 09:40 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aozaki the Shalore Archmage level 24
9th Pyre 123rd year of Ascendancy at 15:49 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Aozaki the Shalore Archmage level 10
36th Dusk 122nd year of Ascendancy at 16:51 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Aozaki the Shalore Archmage level 20
43rd Haze 122nd year of Ascendancy at 07:44 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Aozaki the Shalore Archmage level 30
10th Mirth 123rd year of Ascendancy at 11:35 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Aozaki the Shalore Archmage level 40
8th Decay 123rd year of Ascendancy at 11:45 see stats
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Aozaki the Shalore Archmage level 22
24th Regrowth 123rd year of Ascendancy at 01:13 see stats
			Savior of the damsels in distress (Insane (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Aozaki the Shalore Archmage level 26
20th Pyre 123rd year of Ascendancy at 13:13 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Aozaki the Shalore Archmage level 41
4th Allure 124th year of Ascendancy at 11:24 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Aozaki the Shalore Archmage level 20
56th Haze 122nd year of Ascendancy at 19:03 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Aozaki the Shalore Archmage level 40
8th Decay 123rd year of Ascendancy at 16:10 see stats
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Aozaki the Shalore Archmage level 8
21st Dusk 122nd year of Ascendancy at 04:32 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Aozaki the Shalore Archmage level 10
39th Dusk 122nd year of Ascendancy at 21:00 see stats
			The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aozaki the Shalore Archmage level 28
63rd Pyre 123rd year of Ascendancy at 10:04 see stats
			The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By Aozaki the Shalore Archmage level 19
42nd Haze 122nd year of Ascendancy at 00:07 see stats
			Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Aozaki the Shalore Archmage level 28
62nd Pyre 123rd year of Ascendancy at 07:33 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Aozaki the Shalore Archmage level 21
67th Haze 122nd year of Ascendancy at 01:44 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Aozaki the Shalore Archmage level 14
1st Time of Equilibrium 122nd year of Ascendancy at 19:49 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Aozaki the Shalore Archmage level 36
62nd Haze 123rd year of Ascendancy at 17:01 see stats
Log
For a brief moment you can smell pumpkins and then it vanishes.. strange..
Aozaki deactivates Shielding.
Aozaki deactivates Chant of Fortitude.
Aozaki deactivates Keen Senses.
Aozaki slows down.
Aozaki deactivates Quicken Spells.
Aozaki deactivates Arcane Shield.
Aozaki feels pain again.
Aozaki deactivates Burning Wake.
Aozaki deactivates Wildfire.
Aozaki rearms.































































































































































