Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Shalore | 
| Class | Sun Paladin | 
| Level / Exp | 17 / 36% | 
| Size | medium | 
| Lifes / Deaths | Killed by shadow at level 17 on the 52nd Dusk 122nd year of Ascendancy at 01:54/ 1 | 
Primary Stats
| Strength | 57 (base 42) | 
| Dexterity | 22 (base 11) | 
| Constitution | 10 (base 10) | 
| Magic | 43 (base 37) | 
| Willpower | 30 (base 10) | 
| Cunning | 22 (base 10) | 
Resources
| Life | -205/417 | 
| Positive | 8/48 | 
| Stamina | 167/198 | 
| Psi | 120/120 | 
| Healing Factor | 1.1 | 
| Regeneration | 0.275 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| ESP Range | 10 | 
| ESP Kinds | dragon | 
Offense: Mainhand
| Damage | 36 | 
| Accuracy | 51 | 
| Crit Chance | 30% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 41.333333333333 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30.9 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 37.55 (82.5%) | 
| Defense | 29.6 | 
| Ranged Defense | 35.6 | 
| Fatigue | 36 | 
| Physical Save | 38.719559267743 | 
| Spell Save | 36.769559267743 | 
| Mental Save | 19.95 | 
Defense: Immunities
| Stun Resistance | 45% | 
| Confusion Resistance | 26% | 
| Blind Resistance | 60% | 
| Silence Resistance | 21% | 
| Bleed Resistance | 5% | 
| Pinning Resistance | 20% | 
| Disarm Resistance | 24% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 70% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding 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 100 damage for 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 440% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. | 
Class Talents
| Technique / Combat veteran | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Two-handed assault | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Weapon of Wrath | 
| talent | Weapon of Light | 
| talent | Chant of Fortitude | 
| talent | Shield of Light | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 grave | active | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire.Escort: lost sun paladin (level 2 of Trollmire) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You failed to protect the temporal explorer from death by thought-forged bowman.Escort: temporal explorer (level 3 of Norgos Lair) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late.Serpentine Invaders Locate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 20 lumberjacks have died. | done | 
Equipment
| On feet | undeterred pair of iron boots of uncanny dodging (3 def, 3 armour)undeterred pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | Summertide PhialSummertide Phial Infused 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 (84 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head | dwarven-steel helm 'Rhydoromirim' (0 def, 4 armour)dwarven-steel helm 'Rhydoromirim' (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +8 Dex Changes resistances: +3% acid / +18% fire / +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands | rough leather gloves of dispersion (0 def, 1 armour)rough leather gloves of dispersion (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Wil / +4 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool | quiet steel torque of psychoportation [power 28]  (30 cooldown)quiet steel torque of psychoportation [power 28]  (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers | marksman's steel ring of tenacitymarksman's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +28.00 Rings can have magical properties. | 
| On fingers | Daimiran the steel ringDaimiran the steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +30 Blindness immunity: +10% Cut immunity: +5% Confusion immunity: +5% Rings can have magical properties. | 
| Around neck | steel amulet 'Samutar'steel amulet 'Samutar' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +6% blight Amulets can have magical properties. | 
| In main hand | Halamnir the elven-wood starstaff (25-30 power, 5 apr, light element)Halamnir the elven-wood starstaff (25-30 power, 5 apr, light element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +13 (+4 eff.) Changes resistances: +9% acid / +6% cold / +6% darkness / +9% lightning Changes damage: +9% arcane / +25% light Talent granted: +1 Command Staff Critical mult.: +12.00% Only die when reaching: -60.00 life Spellpower: +21 (+7 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. | 
| Around waist | Rope Belt of the ThalorenRope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
| In off hand | stralite shield of crushing (10 def, 2 armour, 61-73.2 power, 142 block)stralite shield of crushing (10 def, 2 armour, 61-73.2 power, 142 block) Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 61.0 - 73.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. | 
| Cloak | Shimmerswift the linen cloak (8 def, 0 armour)Shimmerswift the linen cloak (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Chromatic Harness (10 def, 14 armour)Chromatic Harness (10 def, 14 armour) Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. | 
Inventory
| insidious poison infusion (20 nature damage, 20% healing reduction)insidious poison infusion (20 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.14 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| insidious poison infusion of the titan (20 nature damage, 42% healing reduction)insidious poison infusion of the titan (20 nature damage, 42% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.00 nature damage per turn for 7 turns, and reducing the target's healing received by 42%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion of the duelist (heal 135 over 5 turns)regeneration infusion of the duelist (heal 135 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| sun infusion of the duelist (rad 6; power 34; turns 5; dispells darkness)sun infusion of the duelist (rad 6; power 34; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| sun infusion of the psychic (rad 5; power 38; turns 4; dispells darkness)sun infusion of the psychic (rad 5; power 38; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| sun infusion of the wizard (rad 5; power 44; turns 4; dispells darkness)sun infusion of the wizard (rad 5; power 44; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 44) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the titan (resist 18%; cure physical)wild infusion of the titan (resist 18%; cure physical) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| biting gale rune of the duelist (100 cold damage; 34 apply power)biting gale rune of the duelist (100 cold damage; 34 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 100.13 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 34. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity 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. | 
| phase door rune of the warrior (range 11; power 27; dur 4)phase door rune of the warrior (range 11; power 27; dur 4) 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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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 201 for 4 turns)shielding rune of the psychic (absorb 201 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 201 damage for 4 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. | 
| BlackbutcherBlackbutcher Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +1 Cun Changes resistances: +14% nature / +16% blight Poison immunity: +24% Disease immunity: +25% Mindpower: +8 (+4 eff.) Amulets can have magical properties. | 
| TempestraptorTempestraptor Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% blight / +11% mind / +11% nature Changes damage: +6% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +11 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +12 (+6 eff.) Poison immunity: +25% Disease immunity: +24% Confusion immunity: +28% Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Amulets can have magical properties. | 
| cleansing steel amulet of dexterity (+3)cleansing steel amulet of dexterity (+3) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% nature / +13% blight Poison immunity: +20% Disease immunity: +22% Amulets can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.grounding steel amulet grounding steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. | 
| steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. | 
| steel amulet 'Cyrowe'steel amulet 'Cyrowe' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% acid / +2% physical / +6% nature Spell save: +6 (+3 eff.) Amulets can have magical properties. | 
| steel amulet 'Glimira'steel amulet 'Glimira' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Critical mult.: +10.00% Mindpower: +2 (+1 eff.) Amulets can have magical properties. | 
| warrior's copper amuletwarrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.Gorebringer Gorebringer Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +24% cold Changes damage: +9% nature / +12% cold Reduces incoming crit damage: 5.00% Light radius: +3 Rings can have magical properties. | 
| marksman's steel ringmarksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. | 
| steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| steel ring of blinding strikessteel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 10% chance to blind Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.Silytira the steel battleaxe (18-27 power, 2 apr) Silytira the steel battleaxe (18-27 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal When wielded/worn: Changes resistances: +3% nature / +3% blight Mental save: +9 (+5 eff.) Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.Tarrilathahell the steel greatmaul (28-42 power, 2 apr) Tarrilathahell the steel greatmaul (28-42 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Burst (radius 2) on crit: +10 fire When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +1 Str Changes resistances penetration: +13% fire Infravision radius: +1 Global speed: +1% Massive two-handed mauls. | 
| Medil (14-19.6 power, 3 apr)Medil (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 17% chance to daze Damage (Melee): +11 mind / +15 cold When wielded/worn: Changes stats: +4 Str / +4 Dex / +6 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances penetration: +9% lightning Psi when hit: +0.12 Maximum hate: +4.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.acidic steel mace (15-21 power, 3 apr) acidic steel mace (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.iron mace 'Cracklereek' (12.5-17.5 power, 2 apr) iron mace 'Cracklereek' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 nature / +6 temporal When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +10% physical Changes damage: +6% physical Life regen: +0.40 Maximum life: +10.00 Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.vined mindstar of slime (6-6.6 power, 18 apr, mind damage) vined mindstar of slime (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes damage: +3% nature Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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.mighty cured leather sling mighty cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +1 Str Slings are used to hurl stones or metal shots at your foes. | 
| This item will automatically be transmogrified when you leave the level.Poronne the Unlightpyre (13-18.2 power, 3 apr) Poronne the Unlightpyre (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Changes resistances penetration: +10% darkness Changes damage: +6% acid Disarm immunity: +31% One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.iron waraxe 'Betyseta' (10.5-14.7 power, 2 apr) iron waraxe 'Betyseta' (10.5-14.7 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +1 Wil Critical mult.: +10.00% Disarm immunity: +24% Mindpower: +2 (+1 eff.) One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.steel waraxe 'Lelarach' (19-26.6 power, 3 apr) steel waraxe 'Lelarach' (19-26.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 1) on hit: +8 mind When wielded/worn: Changes resistances: +6% mind One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.steel waraxe 'Toreldir' (13.5-18.9 power, 3 apr) steel waraxe 'Toreldir' (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Spell save: +25 (+9 eff.) One-handed war axes. | 
| Getavor the rough leather beltGetavor the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +6% lightning / +6% temporal / +3% acid Poison immunity: +10% A belt that goes around your waist. | 
| Girdle of the Calm WatersGirdle of the Calm Waters Infused 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. | 
| Purewedge the rough leather beltPurewedge the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 8 nature Changes resistances: +3% light / +6% blight Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. | 
| insulating rough leather belt of transcendenceinsulating rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire Physical save: +7 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. | 
| This item will automatically be transmogrified when you leave the level.enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| linen cloak 'Lisywe' (1 def, 0 armour)linen cloak 'Lisywe' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +3 Mag Changes resistances penetration: +10% acid / +5% mind Changes damage: +6% acid Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Mag / +3 Con Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. | 
| Eilinylaith the Prismmistress (0 def, 6 armour)Eilinylaith the Prismmistress (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% light Light radius: +1 Infravision radius: +1 A pair of boots made of leather. | 
| Scaldwedge the pair of rough leather boots (11 def, 1 armour)Scaldwedge the pair of rough leather boots (11 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+6 eff.) Fatigue: +1% Changes resistances: +6% blight / +3% cold Changes resistances penetration: +10% fire It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them and granting you 10 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. | 
| Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. | 
| Zubossra the rough leather gloves (0 def, 1 armour)Zubossra the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +11% lightning / +3% fire Changes damage: +4% lightning Mental save: +9 (+5 eff.) Poison immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| alchemist's hardened leather gloves (0 def, 2 armour)alchemist's hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 3 acid / 4 fire / 4 lightning / 4 cold Changes stats: +3 Wil / +2 Mag Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| iron gauntlets 'Urthudotar' (0 def, 1 armour)iron gauntlets 'Urthudotar' (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +7 (+2 eff.) Armour: +1 Changes stats: +3 Str / +1 Wil Stamina each turn: +0.80 Maximum life: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. | 
| psychic's iron gauntlets of magic (+2) (0 def, 1 armour)psychic's iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes stats: +2 Mag Changes resistances: +6% mind Changes damage: +4% arcane / +3% mind Metal gloves protecting the hands up to the middle of the lower arm. | 
| rough leather gloves of dexterity (+3) (0 def, 1 armour)rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Sparkwrecker the rough leather cap (0 def, 1 armour)Sparkwrecker the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning / +5% cold Changes damage: +9% lightning Allows you to breathe in: water A cap made of leather. | 
| iron helm 'Zeruthel' (0 def, 3 armour)iron helm 'Zeruthel' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| iron helm of constitution (+2) (0 def, 3 armour)iron helm of constitution (+2) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| leafwalker's rough leather cap (0 def, 1 armour)leafwalker's rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature Spell save: +4 (+2 eff.) Maximum life: +46.00 Healing mod.: +11% A cap made of leather. | 
| prismatic iron helm of the depths (0 def, 3 armour)prismatic iron helm of the depths (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +11% light / +10% 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. | 
| spellwoven linen wizard hat (1 def, 0 armour)spellwoven linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.11 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... | 
| This item will automatically be transmogrified when you leave the level.cured leather armour 'Purewaker' (2 def, 4 armour) cured leather armour 'Purewaker' (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +1 Cun / +1 Wil Changes resistances: +12% darkness / +19% temporal / +10% light / +17% fire Mental crit. chance: +4% A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of acid resistance (2 def, 4 armour) rejuvenating cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +16% acid Life regen: +2.60 Stamina each turn: +0.50 A suit of armour made of leather. | 
| spiked steel plate armour of stability (4 def, 9 armour)spiked steel plate armour of stability (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 11 physical Changes resistances: +5% physical Physical save: +13 (+5 eff.) A suit of armour made of metal plates. | 
| This item will automatically be transmogrified when you leave the level.icy iron shield of purity (4 def, 2 armour, 9-10.8 power, 18.5 block) icy iron shield of purity (4 def, 2 armour, 9-10.8 power, 18.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 Damage (Melee): +11 cold When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Changes resistances: +11% nature / +11% blight Talent granted: +1 Block Handheld deflection devices. | 
| This item will automatically be transmogrified when you leave the level.steel shield of fire resistance (+20%) (6 def, 2 armour, 13-15.6 power, 40 block) steel shield of fire resistance (+20%) (6 def, 2 armour, 13-15.6 power, 40 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +20% fire Talent granted: +2 Block Handheld deflection devices. | 
| This item will automatically be transmogrified when you leave the level.Airwolf (18/18, 21-29.4 power, 7 apr) Airwolf (18/18, 21-29.4 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Damage (Ranged): +12 lightning / +8 fire Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +4 lightning / +7 fire Arrows are used with bows to pierce your foes to death. | 
| This item will automatically be transmogrified when you leave the level.Ulekhad the Splendourwaker (21/21, 13-18.2 power, 5 apr) Ulekhad the Splendourwaker (21/21, 13-18.2 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 On weapon hit: * 40% chance to blind On weapon crit: * wounds the target Damage (Ranged): +6 bleed Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. | 
| 71 alchemist agate71 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| 2 aquamarine2 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 4 opal4 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| topaztopaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| iron pickaxe 'Shimmeroozer' (dig speed 38 turns)iron pickaxe 'Shimmeroozer' (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +1 Str Changes resistances: +17% nature Changes damage: +6% nature Spell save: +3 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| iron pickaxe 'Spiderhack' (dig speed 36 turns)iron pickaxe 'Spiderhack' (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Changes resistances: +3% acid / +3% cold / +3% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| iron pickaxe 'Toredohir' (dig speed 37 turns)iron pickaxe 'Toredohir' (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex Changes resistances: +11% nature / +5% arcane Changes damage: +6% nature / +3% physical Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| scorching brass lantern of focusscorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +5% mind 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. | 
| Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Rod of Asphyxiation (24/24)Rod of Asphyxiation (24/24) Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. | 
| Rod of Recall (1/1)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, costing 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. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| This item will automatically be transmogrified when you leave the level.storming pouch of steel shots (14/14, 22.5-27 power, 2 apr) storming pouch of steel shots (14/14, 22.5-27 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 14 Damage (Ranged): +9 lightning Burst (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. | 
| iron torque of psychoportation [power 21]  (30 cooldown)iron torque of psychoportation [power 21]  (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. | 
| Pureknave the ash totem of cure ailments [power 2]  (10 cooldown)Pureknave the ash totem of cure ailments [power 2]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes damage: +6% nature Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. | 
| amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| ash wand of conjuration 'Glorunne' [power 259]  (17 cooldown)ash wand of conjuration 'Glorunne' [power 259]  (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Cun See invisible: +9 It can be used to fire a bolt of a random element (dam 130-259), putting all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| ametrineametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| citrinecitrine 0.00 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. | 
| zirconzircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Implojn the Shalore Sun Paladin level 14
18th Dusk 122nd year of Ascendancy at 11:23 see stats
 Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Implojn the Shalore Sun Paladin level 10
1st Mirth 122nd year of Ascendancy at 20:43 see stats
 Lost in translation (Madness (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation (Madness (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Implojn the Shalore Sun Paladin level 8
79th Pyre 122nd year of Ascendancy at 13:47 see stats
 The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By Implojn the Shalore Sun Paladin level 11
6th Mirth 122nd year of Ascendancy at 18:40 see stats
 The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.By Implojn the Shalore Sun Paladin level 14
5th Flare 122nd year of Ascendancy at 23:27 see stats
Log
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Implojn for 36 physical damage.
Implojn hits Shadow for 0 light damage.
Implojn receives 13 healing from Shield of Light.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Implojn for 43 physical damage.
Shield of Light hits Implojn for 13 healing, 13 healing (0 total damage) [26 healing].
Implojn hits Shadow for 0 light damage.
Implojn hits Shadow for 0 light damage.
Shadow hits Implojn for 43 physical damage.
Weapon of Wrath hits Shadow for 0 fire damage.
Shield of Light hits Shadow for 0 light, 0 light, 0 arcane, (slow 30%) (0 total damage).
Implojn hits Shadow for 0 physical, 0 light, 0 arcane, (slow 30%) (0 total damage).
Shadow casts Shadow Flames.
Shadow hits Implojn for 274 fire damage.
Implojn receives 13 healing from Shield of Light.
Shadow casts Shadow Flames.
Implojn deactivates Second Life.
Implojn has been healed by a blast of positive energy!
Shadow casts Shadow Flames.
Saving game...
