












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official 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:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Wanderer | 
| Level / Exp | 50 / 2735% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 62 (base 15) | 
| Dexterity | 100 (base 60) | 
| Constitution | 49 (base 10) | 
| Magic | 134 (base 60) | 
| Willpower | 84 (base 60) | 
| Cunning | 85 (base 35) | 
Resources
| Insanity | 0/100 | 
| Mana | 519/519 | 
| Paradox | 280 | 
| Vim | 266/266 | 
| Life | 2194/2194 | 
| Positive | 137/137 | 
| Stamina | 449/449 | 
| Hate | 85/104 | 
| Healing Factor | 1.4732873839942 | 
| Regeneration | 6.2614713819754 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -7.9936057773011E-12% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 14 | 
| Infravision | 5 | 
| See Stealth | 51.117530761867 | 
| See Invisible | 102.06181712645 | 
Offense: Mainhand
| Damage | 148 | 
| Accuracy | 73 | 
| Crit Chance | 52% | 
| APR | 49 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 69 | 
| Accuracy | 73 | 
| Crit Chance | 62% | 
| APR | 20 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 101 | 
| Crit Chance | 81% | 
| Speed | 1 | 
| Cooldown Reduction | 36.666666666667 | 
Offense: Mind
| Mindpower | 72 | 
| Crit Chance | 34% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +54% | 
| Blight | +54% | 
| Arcane | +54% | 
| Mind | +69% | 
| All | +39% | 
| Lightning | +51% | 
| Temporal | +84% | 
| Physical | +103% | 
| Fire | +51% | 
| Darkness | +54% | 
Offense: Damage Penetration
| Lightning | +24% | 
| Light | +24% | 
| Temporal | +83% | 
| Physical | +27% | 
| Arcane | +31% | 
| Mind | +29% | 
| All | +14% | 
Defense: Base
| Armour (hardiness) | 64.501928259143 (48.304188961773%) | 
| Defense | 60 | 
| Ranged Defense | 60 | 
| Fatigue | 0 | 
| Physical Save | 44 | 
| Spell Save | 47 | 
| Mental Save | 76 | 
Defense: Resistances
| Acid | + 52%( 70%) | 
| Blight | + 39%( 70%) | 
| Cold | + 54%( 70%) | 
| All | + 31%( 70%) | 
| Lightning | + 46%( 70%) | 
| Light | + 66%( 70%) | 
| Temporal | + 33%( 70%) | 
| Mind | + 49%( 70%) | 
| Darkness | + 38%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 61%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 86% | 
| Poison Resistance | 26% | 
| Blind Resistance | 100% | 
| Silence Resistance | 85% | 
| Bleed Resistance | 35% | 
| Disarm Resistance | 44% | 
| Pinning Resistance | 26% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (6/6)
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 211 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 929% 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 Cunning stat.  | 
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 870 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 348 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 8 times. Its effects scale with your Dexterity stat.  | 
Class Talents
| Spell / Meta | 1.20 | 
  | 5/5 | 
  | 4/5 | 
  | 3/5 | 
  | 1/5 | 
| Demented / Scourge drake | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
| Cursed / Shadows | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Chronomancy / Matter | 1.00 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Enhancement | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Psionic / Distortion | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Thought-Forms | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Chronomancy / Speed Control | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Chronomancy / Temporal Guardian | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Combat | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Shield offense | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Battle tactics | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Vile life | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Beyond sanity | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Chants | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Chronomancy / Fate Weaving | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 1/5 | 
| Race / Ogre | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Mobility | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Conveyance | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Staff combat | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Fiery Hands | 
| talent | Chant of Fortitude | 
| talent | Matter Weaving | 
| talent | Keen Senses | 
| talent | Elemental Discord | 
| talent | Weapon of Light | 
| talent | Disintegration | 
| talent | Spellcraft | 
| talent | Call Shadows | 
| talent | Energy Alteration | 
| talent | Trained Reactions | 
| talent | Weapon of Wrath | 
| talent | Phantasmal Shield | 
| talent | Second Life | 
| talent | Shock Hands | 
| talent | Premonition | 
| talent | Chaos Orbs | 
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 | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | 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 | done | 
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by Yvunn the poison ooze. Escort: lone alchemist (level 2 of Daikara) | failed | 
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Defenselessness (+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 Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00).  | done | 
You failed to protect the lost tinker from death by Vorabreba the lesser vampire. Escort: lost tinker (level 4 of Dreadfell) | failed | 
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You failed to protect the worried loremaster from death by Xerytira the orc berserker. Escort: worried loremaster (level 1 of Daikara) | failed | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3693.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat.  | done | 
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | 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 |  pair of voratun boots 'Ivana' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +1 Cun / +2 Mag Changes resistances penetration: +25% temporal Changes damage: +3% mind Mental save: +3 (+1 eff.) Silence immunity: +43% Confusion immunity: +41% Stun/Freeze immunity: +40% Equilibrium when hit: +0.04 Psi when hit: +0.12 Spellpower: +11 (+2 eff.) Lowers spell cool-downs by: 10% Mindpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  AmyrekPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 6 acid Changes stats: +7 Mag Changes resistances penetration: +14% all Changes damage: +15% mind Critical mult.: +10.00% Physical save: +14 (+5 eff.) Psi when hit: +0.12 Spellpower: +17 (+3 eff.) Light radius: +9 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  voratun helm 'Flashpulverizer' (7 def, 14 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +11 Dex Changes resistances: +20% mind / +6% all Changes resistances penetration: +10% lightning Reduces incoming crit damage: 15.80% Physical save: +8 (+3 eff.) Mental save: +48 (+10 eff.) Confusion immunity: +45% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
| Tool |  Emelanne the dragonbone wand of shielding [power 536]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +15% temporal Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mental crit. chance: +3% It can be used to create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 27% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  MayeminaPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +3 Cun Changes resistances: +30% acid / +28% fire / +23% cold / +22% lightning Changes resistances penetration: +5% arcane Changes damage: +6% arcane / +3% mind Critical mult.: +20.88% Silence immunity: +42% Mana each turn: +0.21 Maximum psi: +10.00 Spellpower: +13 (+2 eff.) Rings make your fingers look great!  | 
| On fingers |  OligagrimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% nature / +11% blight Reduces incoming crit damage: 15.00% Poison immunity: +26% Disease immunity: +22% Disarm immunity: +44% Pinning immunity: +26% Stun/Freeze immunity: +36% Knockback immunity: +40% Life regen: +4.00 Maximum life: +35.00 Infravision radius: +3 Rings make your fingers look great!  | 
| Around neck |  Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +25 Con Changes resistances: +50% light / +10% cold / +50% fire / +25% nature / +10% darkness Changes damage: +10% all Damage affinity(heal): +20% light / +20% fire Reduces incoming crit damage: 23.00% Blindness immunity: +100% Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +4 See invisible: +20 Amulets make your neck look great!  | 
| In main hand |  Blade of Distorted Time (40-56 power, 40 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 110% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 154 temporal damage and slows enemies in radius 6 of the target by 164% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 5.5 Power cost: 10 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random.  | 
| Around waist |  LisonnInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Cun / +11 Wil Changes resistances: +6% mind / +3% temporal Changes resistances penetration: +15% mind / +15% temporal Changes damage: +9% mind Damage against: +37% Summoned Reduced damage from: +33% Summoned Mental save: +11 (+3 eff.) Maximum life: +165.00 A belt that goes around your waist.  | 
| In off hand |  Life Drinker (42-55 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 90% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 42.54 acid and 42.54 blight damage. If not cleared after five turns it will inflict 241.53 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil.  | 
| Cloak |  Huradig (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +5 Str / +2 Dex / +5 Mag / +6 Con Changes resistances penetration: +12% arcane Changes damage: +9% arcane Critical mult.: +28.00% Physical save: +12 (+4 eff.) Maximum life: +148.00 Maximum mana: +85.00 Maximum stamina: +27.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Rotwasp the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Str / +9 Mag / +3 Wil Changes resistances: +9% nature / +15% all Changes resistances penetration: +14% temporal / +10% light / +13% physical Changes damage: +24% physical / +15% temporal / +20% all Mana each turn: +0.29 Maximum mana: +100.00 Spellpower: +45 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved.  | 
 regeneration infusion of the psychic (heal 620; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 620 life over 5 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 nature talent.  | 
 regeneration infusion of the sneak (heal 783; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 783 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 nature talent.  | 
 regeneration infusion of the wizard (heal 622; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 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 nature talent.  | 
 wild infusion (res 20%; magical, physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the psychic (res 34%; mental, physical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 cure yourself of one random mental and physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent.  | 
 wild infusion of the warrior (res 38%; mental, magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent.  | 
 Prismatic Rune (6 turns; lightning, physical, cold, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 cold, 5 nature, 5 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs 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 spell talent.  | 
 Rune of the Rift (486.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 894.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 acid wave rune of the warrior (damage 334; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 333.96 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 manasurge rune (regen 645% over 10 turns; mana 32; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 645% for 10 turns (191 total) and instantly restoring 32 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 spell talent.  | 
 shatter afflictions rune of the psychic (absorb 117; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent.  | 
 shatter afflictions rune of the wizard (absorb 199; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 199 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the psychic (absorb 421; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 421 damage for 6 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 spell talent.  | 
 shielding rune of the wizard (absorb 672; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 672 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the wizard (absorb 545; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 545 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the duelist (threshold 35; blocks 5; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 5 times. 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 spell talent.  | 
 stormshield rune of the psychic (threshold 33; blocks 7; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 7 times. 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 spell talent.  | 
 teleportation rune of the sneak (range 139; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 139 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 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!  | 
 Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet.  | 
 Erydunarig the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 6 arcane Changes stats: +10 Dex / +7 Cun / +9 Con Changes resistances: +6% acid / +13% physical / +5% arcane Changes damage: +12% blight / +11% fire / +15% arcane / +15% acid Critical mult.: +18.00% Life regen: +4.00 Stamina each turn: +2.30 Spellpower: +13 (+2 eff.) Movement speed: +10% Amulets make your neck look great!  | 
 MayaralleInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +17 (+4 eff.) Fatigue: -8% Changes stats: +6 Dex / +4 Wil / +11 Cun / +8 Con / +11 Lck Changes damage: +6% mind Mental save: +10 (+2 eff.) Confusion immunity: +18% Life regen: +2.00 Stamina each turn: +0.70 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+3 eff.) Movement speed: +10% Reduce all damage from unseen attackers: 14% Amulets make your neck look great!  | 
 OlylegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% acid Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +12 Amulets make your neck look great!  | 
 Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 46 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.  | 
 Phoenixquell the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +6% temporal / +14% light / +10% darkness Changes damage: +6% temporal / +3% fire Blindness immunity: +23% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great!  | 
 Rainpeal the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +4 Cun Changes resistances: +6% nature Changes resistances penetration: +10% nature / +25% temporal Changes damage: +9% nature Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great!  | 
 Ravensweep the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Damage when hit (Melee): 6 darkness Changes resistances: +9% cold Changes resistances penetration: +10% darkness Critical mult.: +19.00% Physical save: +15 (+5 eff.) Disease immunity: +20% Life regen: +4.04 Only die when reaching: -80.80 life Maximum life: +101.00 Amulets make your neck look great!  | 
 Shimmerwend the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Damage when hit (Melee): 6 lightning / 12 light Changes resistances: +6% arcane Changes resistances cap: +7% all Changes resistances penetration: +20% light / +15% lightning Physical save: +22 (+8 eff.) Poison immunity: +23% Disease immunity: +23% Maximum life: +116.19 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets make your neck look great!  | 
 The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
 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: 3.5 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 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 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.  | 
 Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped.  | 
 ZubythCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 blight Changes stats: +4 Con Changes resistances: +6% blight Changes resistances penetration: +20% blight Reduces incoming crit damage: 15.00% Life regen: +3.00 Infravision radius: +3 See invisible: +15 Amulets make your neck look great!  | 
 archmage's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% acid / +6% fire / +8% cold / +7% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great!  | 
 clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Confusion immunity: +24% Amulets make your neck look great!  | 
 clarifying voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% mind Blindness immunity: +32% Confusion immunity: +32% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets make your neck look great!  | 
 copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great!  | 
 gold amulet 'Gleamfury'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes resistances: +15% lightning / +9% cold / +6% light / +9% nature Changes resistances penetration: +10% light Stun/Freeze immunity: +31% Light radius: +2 Amulets make your neck look great!  | 
 protective voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Changes resistances cap: +7% all Physical save: +18 (+6 eff.) Amulets make your neck look great!  | 
 protective voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Changes resistances cap: +4% all Physical save: +13 (+5 eff.) Blindness immunity: +23% Infravision radius: +8 Sight radius: +2 See invisible: +13 Amulets make your neck look great!  | 
 starlit voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% light / +25% darkness Changes damage: +11% blight / +14% fire Critical mult.: +20.00% Blindness immunity: +50% Spellpower: +15 (+2 eff.) Amulets make your neck look great!  | 
 starseer's voratun amulet of magic (+13)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +13 Mag Changes damage: +7% darkness / +7% temporal / +6% light / +6% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great!  | 
 starseer's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% temporal / +6% darkness / +11% blight / +14% fire / +5% light / +6% physical Critical mult.: +19.00% Spellpower: +14 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great!  | 
 stralite amulet 'Guta'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Mag / +6 Con Changes resistances cap: +4% all Physical save: +7 (+3 eff.) Cut immunity: +70% Infravision radius: +2 See invisible: +15 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 398 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great!  | 
 voratun amulet 'Arudamina'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +8 (+2 eff.) Changes stats: +7 Str Changes resistances: +12% temporal / +1% physical Changes resistances penetration: +15% physical Changes damage: +9% physical Physical save: +28 (+10 eff.) Spell save: +15 (+5 eff.) Mental save: +31 (+7 eff.) Combat speed: +10% Amulets make your neck look great!  | 
 voratun amulet 'Islath'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% temporal / +8% light / +7% physical / +9% arcane / +8% darkness Talent mastery: +0.40 Spell / Enhancement Physical save: +26 (+9 eff.) Cut immunity: +21% Teleport immunity: +20% Life regen: +8.00 Maximum life: +56.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Healing mod.: +21% Amulets make your neck look great!  | 
 voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +32% Infravision radius: +8 Sight radius: +2 See invisible: +11 Amulets make your neck look great!  | 
 voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +26% Infravision radius: +7 Sight radius: +2 See invisible: +12 Amulets make your neck look great!  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Adothra the FilthtrialInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 68% Changes stats: +6 Cun / +7 Wil Changes resistances: +20% mind Changes damage: +20% mind / +32% nature Mental crit. chance: +4% Light radius: +3 Infravision radius: +3 Rings make your fingers look great!  | 
 AshhackerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +24% acid / +48% fire Changes damage: +21% acid / +48% fire Rings make your fingers look great!  | 
 Blindreek the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +14 Defense: +17 (+4 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 2 blight / 6 darkness Changes stats: +8 Mag / +8 Wil Changes resistances: +36% light / +6% darkness Changes resistances penetration: +10% blight / +10% mind Changes damage: +6% blight / +18% light / +21% darkness Spellpower: +15 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great!  | 
 Ebonystreak the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce damage dealt by 32% Changes stats: +6 Con / +10 Mag Changes resistances: +35% lightning Changes damage: +30% darkness Spell save: +20 (+7 eff.) Light radius: +3 Rings make your fingers look great!  | 
 Erukalthonik the BoltblackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% lightning / +2% physical / +6% fire / +5% arcane / +3% mind Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great!  | 
 ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 463.13 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise.  | 
 Haloharavon the RimewedgeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Cun Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +25% cold / +10% temporal Changes damage: +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great!  | 
 Isugasewen the ScorpionstokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +21% acid / +16% cold / +16% fire / +12% nature / +22% lightning Changes resistances penetration: +25% nature Maximum vim: +50.00 Spell crit. chance: +4% Damage Shield penetration: +30% Rings make your fingers look great!  | 
 Iviwyn the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Defense: +30 (+8 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +25% acid / +30% fire / +26% lightning / +27% cold Changes resistances penetration: +25% mind / +15% temporal Changes damage: +12% temporal Stamina each turn: +3.46 Rings make your fingers look great!  | 
 KhelenikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Defense: +11 (+3 eff.) Changes stats: +8 Cun / +2 Wil Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +5.00 Mental crit. chance: +6% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great!  | 
 LayeremiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +11 Defense: +15 (+4 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 2 temporal Changes stats: +8 Dex Changes resistances: +25% acid / +3% temporal / +9% blight / +21% fire / +19% cold / +22% lightning Changes damage: +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great!  | 
 Lisenor the CracklepainPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +6% darkness Changes damage: +3% lightning Cut immunity: +10% Spellpower: +6 (+1 eff.) Healing mod.: +10% Rings make your fingers look great!  | 
 MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are.  | 
 Olytochak the voratun ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +12% blight / +36% nature / +6% acid Changes damage: +18% nature Life regen: +32.00 Maximum life: +150.00 Mental crit. chance: +2% Healing mod.: +35% Rings make your fingers look great!  | 
 Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
 Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 Samerobar the NimbusenvyInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +3 Dex / +3 Mag / +6 Con Reduces incoming crit damage: 15.00% Mental save: +8 (+2 eff.) Confusion immunity: +37% Rings make your fingers look great!  | 
 Tolach the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to reduce armor by 50% * 10% chance to slow global speed by 68% * 10 arcane resource burn Changes stats: +5 Mag / +8 Wil / +6 Cun Changes resistances: +5% arcane / +3% light Changes resistances penetration: +5% acid Spell save: +9 (+3 eff.) Mental save: +16 (+4 eff.) Disarm immunity: +39% Pinning immunity: +50% Stun/Freeze immunity: +60% Knockback immunity: +48% Maximum life: +48.00 Spellpower: +13 (+2 eff.) Rings make your fingers look great!  | 
 Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 464.38 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.  | 
 Vorewyn the ScumwolfPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +5 Str / +8 Mag / +4 Wil / +7 Con Changes resistances penetration: +5% nature Changes damage: +12% arcane Spell save: +6 (+2 eff.) Spellpower: +7 (+1 eff.) Rings make your fingers look great!  | 
 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?  | 
 Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.  | 
 Xerowe the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Defense: +30 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 50% Damage when hit (Melee): 8 physical Changes resistances: +19% physical Changes resistances penetration: +25% acid Changes damage: +19% physical Rings make your fingers look great!  | 
 conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +7 Wil Spellpower: +6 (+1 eff.) Rings make your fingers look great!  | 
 copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings make your fingers look great!  | 
 copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great!  | 
 gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Spellpower: +7 (+1 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great!  | 
 marksman's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Blindness immunity: +37% Infravision radius: +5 See stealth: +23 See invisible: +15 Rings make your fingers look great!  | 
 mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great!  | 
 rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Blindness immunity: +23% Infravision radius: +3 See stealth: +8 See invisible: +8 Rings make your fingers look great!  | 
 rogue's voratun ring of fire (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Changes resistances: +36% fire Changes damage: +18% fire Rings make your fingers look great!  | 
 rogue's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Disarm immunity: +41% Pinning immunity: +38% Knockback immunity: +25% Maximum life: +34.00 Rings make your fingers look great!  | 
 savior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +9 (+2 eff.) Rings make your fingers look great!  | 
 steel ring 'Crackleshaper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Changes resistances: +18% lightning Changes resistances penetration: +10% lightning Changes damage: +6% cold Stun/Freeze immunity: +24% Life regen: +3.00 Rings make your fingers look great!  | 
 voratun Goedalath Rock ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes resistances: +26% acid / +23% fire / +26% lightning / +28% cold Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great!  | 
 voratun Lifebinding Emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +7 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Mindpower: +11 (+2 eff.) Healing mod.: +30% Rings make your fingers look great!  | 
 voratun Telos's Staff Crystal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +8 Con Changes resistances: +30% mind Spell save: +16 (+6 eff.) Confusion immunity: +30% Fear immunity: +30% Maximum stamina: +25.00 Light radius: +2 Rings make your fingers look great!  | 
 voratun Windborne Azurite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes resistances: +12% nature / +12% blight Changes damage: +20% lightning Damage affinity(heal): +20% lightning Poison immunity: +25% Disease immunity: +20% Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great!  | 
 voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great!  | 
 voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 37 light Damage (Ranged): 28 light Changes stats: +5 Mag Changes damage: +12% light Rings make your fingers look great!  | 
 voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great!  | 
 Glowpower (49-64 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +14.0% Physical power: +12 (+3 eff.) Defense: +14 (+4 eff.) Changes resistances: +5% arcane / +18% fire Disarm immunity: +48% Light radius: +3 Sharp, short and deadly.  | 
 Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 65% Dex, 35% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows.  | 
 Sootoblivion the stralite dagger (40-53 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 40.5 - 52.6 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 40 On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 blight / +4 darkness Damage (radius 1) on hit: +17 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Changes damage: +3% blight Sharp, short and deadly.  | 
 Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own.  | 
 Zidin the Cracklenight (37-48 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 lightning When wielded/worn: Changes stats: +17 Str / +12 Dex / +13 Mag / +21 Wil / +12 Cun / +21 Con Changes resistances penetration: +15% lightning Blindness immunity: +21% Life regen: +4.18 Maximum life: +80.00 Sharp, short and deadly.  | 
 stralite dagger 'Lavawasp' (30-40 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). On weapon hit: * Create an explosion dealing 151 cold damage (1/turn) Damage (Melee): +16 acid / +8 fire Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +13 Changes resistances: +3% fire Changes resistances penetration: +13% physical / +10% nature / +17% cold Changes damage: +3% acid / +13% cold Sharp, short and deadly.  | 
 Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+3 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.  | 
 Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
 BrandbreakerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Changes stats: +5 Wil Changes resistances: +30% cold / +6% fire Reduces incoming crit damage: 15.15% Mental save: +15 (+4 eff.) Cut immunity: +20% Silence immunity: +20% Maximum life: +96.00 A belt that goes around your waist.  | 
 Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 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 38% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
 drakeskin leather belt 'Xigatta'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances penetration: +26% mind Changes damage: +6% acid / +21% temporal Critical mult.: +21.07% Life regen: +3.60 Psi when hit: +0.12 Maximum psi: +30.00 Mental crit. chance: +3% Healing mod.: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist.  | 
 Boltpain (3 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +6 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% lightning / +6% light / +9% darkness / +3% fire / +9% mind / +24% cold Changes damage: +3% mind Physical save: +14 (+5 eff.) Maximum life: +100.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 85 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
 Neryriama the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 40 Changes stats: +4 Mag / +7 Wil / +3 Con Changes resistances: +19% nature / +20% blight Life regen: +11.00 Maximum life: +57.00 Maximum vim: +10.00 Light radius: +2 Healing mod.: +20% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere cloak 'Daytrencher' (12 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Changes stats: +3 Str / +4 Con Changes resistances penetration: +10% light Reduces incoming crit damage: 15.00% Physical save: +10 (+4 eff.) Poison immunity: +20% Maximum life: +46.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.  | 
 pair of drakeskin leather boots 'Adodhetha' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +21% darkness / +30% temporal Changes resistances penetration: +15% mind / +16% temporal / +5% arcane / +10% darkness Changes damage: +9% mind Silence immunity: +47% Confusion immunity: +48% Stun/Freeze immunity: +29% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +29 (+5 eff.) Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +24% A pair of boots made of leather.  | 
 Chekor the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Con Changes resistances penetration: +15% mind Changes damage: +3% mind Physical save: +26 (+9 eff.) Spell save: +5 (+2 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +67% Life regen: +2.30 Stamina each turn: +0.90 Psi each turn: +0.10 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Sparkfame the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 6 cold Damage when hit (Melee): 8 cold Changes stats: +4 Dex Changes resistances: +6% cold Changes resistances penetration: +10% lightning / +10% cold Changes damage: +18% lightning / +3% cold Life regen: +2.50 Stamina each turn: +0.80 Psi each turn: +0.26 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.  | 
 Stokeweeper the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 blight Damage when hit (Melee): 8 temporal Changes resistances: +7% blight / +12% fire / +15% mind Changes resistances penetration: +15% fire / +15% temporal Changes damage: +8% blight 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.  | 
 drakeskin leather gloves 'Xerarema' (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 17 temporal Damage (Ranged): 16 temporal Changes stats: +7 Dex / +5 Cun / +8 Con Changes resistances: +15% temporal Changes damage: +11% temporal Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +6 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.  | 
 drakeskin leather gloves 'Zeradegund' (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Changes stats: +4 Wil Changes resistances: +5% arcane / +6% fire Physical save: +8 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +36% Life regen: +11.40 Stamina each turn: +2.20 Psi each turn: +0.33 Maximum stamina: +29.00 Maximum hate: +6.00 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.  | 
 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.  | 
 1367 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.  | 
 14 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.  | 
 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.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 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 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 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.  | 
 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Frostgrinder (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +7 Str / +5 Wil Changes resistances: +9% light / +6% cold Changes resistances penetration: +15% fire Changes damage: +18% cold Mental crit. chance: +7% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 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.  | 
 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.  | 
 5 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it?  | 
 Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
 Emelywen the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Damage when hit (Melee): 28 fire Changes stats: +4 Dex / +2 Mag / +2 Cun Changes resistances: +15% light / +10% fire Changes resistances penetration: +20% acid Changes damage: +14% darkness / +6% acid Damage affinity(heal): +5% darkness Physical save: +19 (+7 eff.) Spell save: +19 (+7 eff.) Mental save: +19 (+4 eff.) Light radius: +5 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 464.59 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 Urthuroddadezor the DuathelstunInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 4 acid Changes resistances: +15% darkness Changes resistances penetration: +10% acid / +10% all Changes damage: +6% acid Physical save: +29 (+10 eff.) Light radius: +6 Healing mod.: +54% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 alchemist's lamp 'Faleyarim'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +1 Dex / +1 Mag / +4 Wil Changes resistances penetration: +9% all Critical mult.: +13.00% Mental save: +11 (+3 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Light radius: +9 See stealth: +13 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 alchemist's lamp 'Sparksweep'Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +5 Wil / +3 Mag Changes resistances: +7% light / +9% acid Changes resistances penetration: +10% acid Changes damage: +3% lightning / +9% acid / +7% mind / +7% darkness Damage affinity(heal): +5% darkness Spellpower: +9 (+1 eff.) Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 464.59 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +8% blight / +6% fire / +7% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 47 blight damage or heals 46 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you.  | 
 Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.  | 
 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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Demonic 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.  | 
 Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 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 857.01 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 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 223/400. 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 (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1023.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. 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.  | 
 Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets.  | 
 Bloomvagrant the stralite torque of psionic shield [power 117]  (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 68% Damage when hit (Melee): 10 nature / 6 light Changes resistances: +12% light Changes damage: +15% nature / +9% fire / +15% light / +24% darkness It can be used to setup a psionic shield, reducing all damage taken by 117 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 stralite torque of mindblast 'Flameraptor' [power 370]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +21% darkness / +9% temporal Changes resistances penetration: +15% fire / +20% temporal Changes damage: +27% fire It can be used to blast the opponent's mind dealing 625 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers.  | 
 Beitir the ash totem of summon tentacle [power 175]  (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +15% mind / +9% temporal Changes resistances penetration: +15% temporal Changes damage: +24% temporal It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 453 Base Damage: 194 Armor: 8 All Resist: 8 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 45. Natural totems are made by powerful wilders to store nature power.  | 
 Flamestriker the dragonbone wand of lightning storm [power 470]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% arcane / +6% fire Changes resistances penetration: +15% arcane / +10% fire Changes damage: +24% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 141 lightning damage and will be dazed for 1 turn (709 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 27% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 37% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 yew wand of shielding 'Gynne' [power 296]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Wil Maximum wards: +4 lightning / +4 fire / +4 mind / +4 darkness Changes resistances penetration: +20% temporal Changes damage: +6% temporal Talent granted: +1 Ward Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 19% for 2 turns. * Heal for 57. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 9 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.  | 
 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Shogost the Ogre Wanderer level 31
53rd Regrowth 123rd year of Ascendancy at 09:18 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Shogost the Ogre Wanderer level 47
39th Haze 123rd year of Ascendancy at 02:18 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Shogost the Ogre Wanderer level 31
51st Regrowth 123rd year of Ascendancy at 15:34 see stats
			Anti-Antimagic! (Insane (Roguelike) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Shogost the Ogre Wanderer level 32
23rd Pyre 123rd year of Ascendancy at 07:21 see stats
			Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.By Shogost the Ogre Wanderer level 46
33rd Haze 123rd year of Ascendancy at 05:09 see stats
			Atamathoned! (Insane (Roguelike) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.By Shogost the Ogre Wanderer level 50
76th Pyre 124th year of Ascendancy at 04:37 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Shogost the Ogre Wanderer level 46
12nd Haze 123rd year of Ascendancy at 17:42 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Shogost the Ogre Wanderer level 37
71st Pyre 123rd year of Ascendancy at 01:19 see stats
			Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Shogost the Ogre Wanderer level 50
9th Allure 124th year of Ascendancy at 16:10 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Shogost the Ogre Wanderer level 31
57th Regrowth 123rd year of Ascendancy at 12:58 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Shogost the Ogre Wanderer level 36
67th Pyre 123rd year of Ascendancy at 13:20 see stats
			Don't Poosh it! (Insane (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.By Shogost the Ogre Wanderer level 50
3rd Decay 123rd year of Ascendancy at 01:40 see stats
			Don't mind the slimy smell (Insane (Roguelike) difficulty)
			Have 400 walls on the sludgenest turn into hostile creatures.By Shogost the Ogre Wanderer level 50
6th Flare 124th year of Ascendancy at 02:00 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Shogost the Ogre Wanderer level 33
25th Pyre 123rd year of Ascendancy at 05:42 see stats
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Shogost the Ogre Wanderer level 50
61st Pyre 124th year of Ascendancy at 08:41 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Shogost the Ogre Wanderer level 20
55th Haze 122nd year of Ascendancy at 06:39 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Shogost the Ogre Wanderer level 27
10th Decay 122nd year of Ascendancy at 05:12 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Shogost the Ogre Wanderer level 50
2nd Decay 123rd year of Ascendancy at 23:50 see stats
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Shogost the Ogre Wanderer level 50
42nd Regrowth 124th year of Ascendancy at 10:05 see stats
			Gem of the Moon (Insane (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.By Shogost the Ogre Wanderer level 50
63rd Regrowth 124th year of Ascendancy at 05:23 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shogost the Ogre Wanderer level 27
2nd Wintertide 123rd year of Ascendancy at 09:01 see stats
			In the company of slimes (Insane (Roguelike) difficulty)
			Have 500 walls on the sludgenest turn into hostile creatures.By Shogost the Ogre Wanderer level 50
7th Flare 124th year of Ascendancy at 07:51 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Shogost the Ogre Wanderer level 10
71st Dusk 122nd year of Ascendancy at 16:48 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Shogost the Ogre Wanderer level 20
53rd Haze 122nd year of Ascendancy at 19:12 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Shogost the Ogre Wanderer level 30
48th Regrowth 123rd year of Ascendancy at 02:52 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Shogost the Ogre Wanderer level 40
9th Flare 123rd year of Ascendancy at 22:04 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Shogost the Ogre Wanderer level 50
53rd Haze 123rd year of Ascendancy at 11:51 see stats
			Mad slime dash (Insane (Roguelike) difficulty)
			Have 300 walls on the sludgenest turn into hostile creatures.By Shogost the Ogre Wanderer level 50
4th Flare 124th year of Ascendancy at 21:05 see stats
			Oozemancer (Insane (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.By Shogost the Ogre Wanderer level 50
1st Flare 124th year of Ascendancy at 20:34 see stats
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Shogost the Ogre Wanderer level 50
40th Regrowth 124th year of Ascendancy at 17:55 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Shogost the Ogre Wanderer level 23
74th Haze 122nd year of Ascendancy at 19:19 see stats
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Shogost the Ogre Wanderer level 50
54th Haze 123rd year of Ascendancy at 03:56 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Shogost the Ogre Wanderer level 50
58th Pyre 124th year of Ascendancy at 23:09 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Shogost the Ogre Wanderer level 32
23rd Pyre 123rd year of Ascendancy at 06:49 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Shogost the Ogre Wanderer level 37
67th Pyre 123rd year of Ascendancy at 17:25 see stats
			Slime killer party (Insane (Roguelike) difficulty)
			Have 200 walls on the sludgenest turn into hostile creatures.By Shogost the Ogre Wanderer level 50
3rd Flare 124th year of Ascendancy at 13:35 see stats
			Slimefest (Insane (Roguelike) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.By Shogost the Ogre Wanderer level 50
2nd Flare 124th year of Ascendancy at 06:05 see stats
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Shogost the Ogre Wanderer level 50
61st Pyre 124th year of Ascendancy at 08:40 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Shogost the Ogre Wanderer level 7
59th Dusk 122nd year of Ascendancy at 11:52 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Shogost the Ogre Wanderer level 7
55th Dusk 122nd year of Ascendancy at 03:05 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Shogost the Ogre Wanderer level 50
40th Regrowth 124th year of Ascendancy at 20:39 see stats
			The Rat Lich (Insane (Roguelike) difficulty)
			Killed the terrible Rat Lich.By Shogost the Ogre Wanderer level 32
24th Pyre 123rd year of Ascendancy at 09:35 see stats
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By Shogost the Ogre Wanderer level 50
61st Pyre 124th year of Ascendancy at 08:41 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Shogost the Ogre Wanderer level 50
4th Flare 124th year of Ascendancy at 19:58 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Shogost the Ogre Wanderer level 9
65th Dusk 122nd year of Ascendancy at 13:57 see stats
			The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By Shogost the Ogre Wanderer level 23
77th Haze 122nd year of Ascendancy at 08:58 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Shogost the Ogre Wanderer level 41
2nd Dusk 123rd year of Ascendancy at 06:44 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Shogost the Ogre Wanderer level 25
1st Decay 122nd year of Ascendancy at 11:56 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Shogost the Ogre Wanderer level 15
27th Haze 122nd year of Ascendancy at 16:05 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Shogost the Ogre Wanderer level 30
51st Regrowth 123rd year of Ascendancy at 06:06 see stats
Log
Resting starts...
Shadow casts Phase Door.
Shogost's decaying ground area effect hits Shadow for 15 temporal, 1 blight (15 total damage).
Shogost slows down.
Shogost's decaying ground area effect hits Shadow for 15 temporal, 1 blight (16 total damage).
Talent Decaying Grounds is ready to use.
Shadow casts Phase Door.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 14 turns (stop reason: dialog is displayed).
You gain 1.01 gold from the transmogrification of cleansing stralite torque of mindblast [power 350]  (15 cooldown).
You gain 0.15 gold from the transmogrification of flaming quiver of elm arrows of corruption (19/19, 14-20 power, 5 apr).
You gain 0.38 gold from the transmogrification of corrosive dwarven-steel shield of shrapnel (0 def, 6 armour, 29-35 power, 74.5 block).
You gain 0.65 gold from the transmogrification of nimble cured leather armour of the wind (18 def, 4 armour).
You gain 2.63 gold from the transmogrification of Tabers the Duskraze (31-43 power, 5 apr).
You gain 1.67 gold from the transmogrification of Unrostir (20-24 power, 4 apr, light element).
You gain 1.44 gold from the transmogrification of Arcoblivion (5-6 power, 18 apr, nature damage).
You gain 0.20 gold from the transmogrification of acidic iron battleaxe of shearing (15-22 power, 1 apr).
You gain 0.66 gold from the transmogrification of savage's stralite ring of life.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Way into a strange lush forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
















































































































































































































