











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 1.7.4Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers 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 | Cornac | 
| Class | Sun Paladin | 
| Level / Exp | 25 / 4% | 
| Size | medium | 
| Lifes / Deaths | Killed by Lisariana the sandworm at level 25 on the 62nd Haze 122nd year of Ascendancy at 09:03  / 1 | 
Primary Stats
| Strength | 57 (base 47) | 
| Dexterity | 20 (base 10) | 
| Constitution | 15 (base 10) | 
| Magic | 54 (base 54) | 
| Willpower | 17 (base 10) | 
| Cunning | 20 (base 10) | 
Resources
| Life | -523/525 | 
| Positive | 0/122 | 
| Stamina | 186/202 | 
| Steam | 100/100 | 
| Healing Factor | 1.2460311219417 | 
| Regeneration | 6.541663390194 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 11 | 
| See Stealth | 5 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 74 | 
| Accuracy | 53 | 
| Crit Chance | 26% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 37 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +6% | 
| Fire | 0% | 
| Physical | +9% | 
| Cold | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +6% | 
| Darkness | +5% | 
| Fire | +5% | 
| Mind | +15% | 
Defense: Base
| Armour (hardiness) | 31.551211628464 (73.607947236566%) | 
| Defense | 28 | 
| Ranged Defense | 28 | 
| Fatigue | 39 | 
| Physical Save | 25 | 
| Spell Save | 25 | 
| Mental Save | 30 | 
Defense: Resistances
| Acid | + 32%( 70%) | 
| Blight | + 6%( 70%) | 
| Physical | + 6%( 70%) | 
| Cold | + 40%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 41%( 70%) | 
| Light | + 6%( 70%) | 
| Temporal | + 22%( 70%) | 
| Mind | + 14%( 70%) | 
| Darkness | + 13%( 70%) | 
| Fire | + 31%( 70%) | 
| Nature | + 6%( 70%) | 
Defense: Immunities
| Disarm Resistance | 100% | 
| Silence Resistance | 21% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 25% | 
| Knockback Resistance | 21% | 
| Stun Resistance | 73% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 24% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 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 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 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 537% 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 Willpower stat.  | 
Class Talents
| Celestial / Guardian | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
| Celestial / Sun | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 4/5 | 
  | 1/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Combat | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Two-handed assault | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
  | 4/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Chants | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Celestial / Light | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
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 grave | active | 
You failed to protect the lone alchemist from death by Lady Zoisla the Tidebringer. Escort: lone alchemist (level 2 of Norgos Lair) | failed | 
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology.  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose.  | active | 
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood!  | done | 
Equipment
| On feet |  Hathikan the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +1 Changes resistances: +3% blight / +9% temporal Changes resistances penetration: +6% physical Changes damage: +6% physical Physical save: +6 (+3 eff.) Disarm immunity: +10% A pair of boots made of leather.  | 
| Light source |  Layumissra the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +10 (+5 eff.) Changes damage: +3% physical Stamina each turn: +2.00 Only die when reaching: -60.00 life Mindpower: +5 (+2 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Samimas the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +8 Dex / +6 Cun / +5 Con Changes resistances: +10% lightning / +7% temporal / +13% darkness / +3% nature Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Infravision radius: +4 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Lelarion the iron gauntlets (10 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +2 Wil Changes resistances: +24% lightning Talent granted: +3 Iron Grip Cut immunity: +20% Disarm immunity: +100% Life regen: +2.00 Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum stamina: +13.00 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.  | 
| Tool |  iron pickaxe 'Balekath' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +9 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +1 Str / +2 Dex / +1 Cun Only die when reaching: -40.00 life Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Ragenik the FrostspikerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% temporal / +3% nature / +6% light Changes damage: +6% cold Mental save: +6 (+3 eff.) Confusion immunity: +25% Rings make your fingers look great!  | 
| On fingers |  Getonik the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Blindness immunity: +24% Silence immunity: +21% Stun/Freeze immunity: +33% Life regen: +3.00 Mana each turn: +0.13 Only die when reaching: -20.00 life Infravision radius: +4 See stealth: +5 See invisible: +5 Rings make your fingers look great!  | 
| Around neck |  Giledorand the TidethornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +3% blight / +12% fire / +9% mind / +19% cold Changes resistances penetration: +15% mind Changes damage: +9% cold Spell save: +6 (+3 eff.) Amulets make your neck look great!  | 
| In main hand |  dwarven-steel waraxe 'Brodedar' (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 20 On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +5 blight / +9 darkness Damage against: +7% Living When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Critical mult.: +10.00% Mental save: +9 (+4 eff.) Disease immunity: +16% Maximum psi: +10.00 One-handed war axes.  | 
| Around waist |  BrandvalorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Cun / +4 Wil Changes resistances: +3% acid Damage against: +16% Summoned Reduced damage from: +17% Summoned Only die when reaching: -40.00 life Healing mod.: +15% A belt that goes around your waist.  | 
| In off hand |  Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean.  | 
| Cloak |  Daystreak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +6% light Maximum life: +31.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Geturuiyarach the Nightblight (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +1 Wil Changes resistances: +23% acid / +6% physical / +7% lightning / +6% cold / +5% mind / +6% fire Changes resistances penetration: +5% darkness Talent cooldown: Rush (-5 turns) Mental save: +13 (+6 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +21% Maximum hate: +2.00 A suit of armour made of metal plates.  | 
Inventory
 medical injector implant (efficiency 103% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 53%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the titan (efficiency 122% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 regeneration infusion of the psychic (heal 152; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 152 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.  | 
 This item will automatically be transmogrified when you leave the level.wild infusion of the sneak (res 19%; magical, mental; dur 2; cd 15) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 wild infusion of the titan (res 20%; magical; dur 3; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the wizard (res 28%; mental; dur 2; cd 12)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: 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 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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.  | 
 Prismatic Rune (6 turns; physical, temporal, blight, fire, mind, cold)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: 18 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: 2 physical, 5 temporal, 3 blight, 3 fire, 4 mind, 5 cold 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 92; cd 13)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: 13 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 92 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.  | 
 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Blazeimmortal the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +25 (+8 eff.) Damage when hit (Melee): 8 lightning Changes stats: +4 Dex Talent mastery: +0.24 Technique / Two-handed assault Stamina each turn: +3.00 Amulets make your neck look great!  | 
 copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +21.00 Amulets make your neck look great!  | 
 warmaker's gold amulet of cunning (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Dex / +6 Wil / +4 Cun Amulets make your neck look great!  | 
 BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward.  | 
 Ebonyusher the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 2 mind Changes resistances penetration: +10% darkness Mental save: +6 (+3 eff.) Confusion immunity: +20% Infravision radius: +2 See invisible: +3 Rings make your fingers look great!  | 
 GlimmerrotInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +5 Wil Changes resistances: +20% light Changes resistances penetration: +20% light Changes damage: +6% arcane / +6% light Mindpower: +6 (+3 eff.) Rings make your fingers look great!  | 
 copper ring 'Offalmortal'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes damage: +9% mind Mental save: +5 (+2 eff.) Confusion immunity: +21% Maximum hate: +2.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great!  | 
 copper ring 'Veluta'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +3% acid / +22% cold Changes damage: +11% cold Mental save: +12 (+6 eff.) Mental crit. chance: +5% Rings make your fingers look great!  | 
 marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great!  | 
 warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +23% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great!  | 
 wizard's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 15 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 15 Damage (Ranged): 10 physical Changes stats: +1 Cun / +4 Mag Spell save: +8 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great!  | 
 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: 35% Str, 20% Mag, 55% Dex Damage type: Physical 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 (+6 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.  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel dagger (19-25 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly.  | 
 Strikesaw the steel greatmaul (38-57 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 arcane / +8 lightning When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Damage when hit (Melee): 2 lightning Changes resistances penetration: +15% arcane / +9% physical Massive two-handed mauls.  | 
 Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.  | 
 Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.  | 
 Shockoracle the iron greatsword (16-25 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 arcane Damage (radius 1) on hit: +12 lightning / +4 arcane When wielded/worn: Changes stats: +9 Con / +9 Wil Changes resistances penetration: +15% lightning Maximum life: +14.00 Infravision radius: +2 Massive two-handed swords.  | 
 Wintermaster (46-74 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +19 lightning / +24 cold When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+4 eff.) Damage when hit (Melee): 2 temporal Changes resistances penetration: +16% lightning / +34% cold Changes damage: +3% temporal Movement speed: +41% Massive two-handed swords.  | 
 Blazerend the dwarven-steel longsword (24-34 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +12 nature When wielded/worn: Damage when hit (Melee): 4 light / 6 darkness / 6 nature Changes resistances: +9% light Changes resistances penetration: +5% light Light radius: +2 Sharp, long, and deadly.  | 
 Thundertaint the steel longsword (22-32 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +6.0% Changes damage: +12% lightning / +3% fire Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.steel longsword of shearing (16-22 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +5% all Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel mace of massacre (31-43 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +19 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +4% Blunt and deadly.  | 
 steel mace 'Tarrimnir' (20-29 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 2). On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 When wielded/worn: Changes resistances: +3% darkness Reduces incoming crit damage: 15.00% Knockback immunity: +10% Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Delinarilin (18-20 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 physical When wielded/worn: Armour penetration: +4 Armour: +6 Changes resistances: +15% mind Talent granted: +1 Attune Mindstar Mental save: +5 (+2 eff.) Psi each turn: +0.50 Maximum psi: +30.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 thorny mindstar of storms (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +4% lightning Changes resistances penetration: +6% lightning Changes damage: +7% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.mighty hardened leather sling of cunning (+4) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Cun / +3 Str Changes resistances penetration: +6% physical Slings are used to hurl stones or metal shots at your foes.  | 
 This item will automatically be transmogrified when you leave the level.yew magestaff 'Flashwinter' (20-24 power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Changes resistances: +3% lightning / +6% fire Changes damage: +30% lightning / +20% fire Talent granted: +1 Command Staff Mental save: +15 (+7 eff.) Spellpower: +14 (+5 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.Sleetquill (20-29 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * 20% chance to reduce all saves and defense by 15 Damage (Melee): +20 cold Damage (radius 2) on crit: +56 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +4 Mag / +2 Wil / +2 Cun Changes resistances penetration: +8% fire Talent granted: +2 Block Reduces incoming crit damage: 10.00% Global speed: +4% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 Dramahir the Unlightpower (13-18 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +12 darkness / +8 fire Damage (radius 2) on crit: +8 darkness / +16 fire When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +6 Wil / +7 Cun / +5 Con Changes damage: +9% darkness / +3% cold One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.balanced dwarven-steel waraxe (18-25 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+3 eff.) Disarm immunity: +22% One-handed war axes.  | 
 Manugas the VoidborePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +6 Changes stats: +5 Cun / +5 Wil Changes resistances: +6% light / +3% darkness Changes damage: +9% darkness Damage against: +20% Summoned Reduced damage from: +23% Summoned Critical mult.: +10.00% It can be used to create a temporary shield that absorbs 248 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist.  | 
 Sparkmistress the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% lightning Life regen: +0.90 Light radius: +2 See invisible: +9 Healing mod.: +11% A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.grounding hardened leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +7% lightning / +6% temporal Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist.  | 
 Harakhad (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Cun / +1 Con Silence immunity: +20% Disarm immunity: +10% Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.Loamrigor the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 8 physical Changes stats: +3 Wil Changes resistances: +5% physical Physical save: +9 (+5 eff.) Mental save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak 'Chothad' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Maximum hate: +2.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere robe 'Searborn' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +11% all Changes damage: +18% temporal / +11% arcane / +12% fire Critical mult.: +10.00% Maximum mana: +92.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 pair of iron boots 'Ivilenn' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +6% temporal / +3% nature / +6% fire Reduces incoming crit damage: 5.00% Teleport immunity: +20% Life regen: +2.00 Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of iron boots 'Samylen' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +5 Wil Changes resistances: +21% acid Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of rough leather boots 'Dawnglory' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 light Changes stats: +2 Dex Changes resistances: +3% acid Changes resistances penetration: +10% acid Infravision radius: +1 A pair of boots made of leather.  | 
 Searoracle the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning / 6 fire / 7 temporal Damage (Ranged): 10 temporal Changes resistances: +6% lightning / +7% fire / +3% blight / +8% temporal Changes damage: +5% lightning / +17% fire / +3% blight / +5% temporal 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.  | 
 Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 176.16 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.  | 
 Xeravea the Abyssbraid (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 fire Changes resistances: +12% fire Changes resistances penetration: +5% fire Changes damage: +9% light / +4% fire Light radius: +3 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.  | 
 Giluregund (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Str / +7 Wil Changes resistances: +1% physical Changes damage: +3% mind Critical mult.: +5.00% Physical save: +8 (+4 eff.) Maximum stamina: +30.00 A pointy cloth hat, very wizardly...  | 
 Lisitira (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+8 eff.) Armour: +6 Fatigue: +3% Changes stats: +1 Con Changes resistances: +6% nature / +2% physical Changes resistances penetration: +5% physical Infravision radius: +1 A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather cap 'Aerytira' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +4 Str / +4 Dex / +5 Cun / +3 Con Changes damage: +18% acid Equilibrium when hit: +0.12 Psi when hit: +0.20 Maximum psi: +30.00 A cap made of leather.  | 
 linen wizard hat 'Runivor' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane / +2% physical Changes damage: +6% blight Knockback immunity: +20% Maximum life: +100.00 Spellpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of implacability (3 def, 21 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+1 eff.) Fatigue: +8% Physical save: +7 (+4 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.cured leather armour 'Emavea' (6 def, 12 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes stats: +5 Dex / +4 Mag / +2 Wil Changes resistances: +14% fire / +18% physical Reduces incoming crit damage: 10.00% Mental save: +9 (+4 eff.) Maximum hate: +4.00 See invisible: +9 A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Kheleduthad the steel plate armour (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +17% Changes resistances: +2% physical Physical save: +14 (+7 eff.) Stamina each turn: +3.00 Equilibrium when hit: +0.08 Maximum psi: +30.00 Mindpower: +20 (+10 eff.) A suit of armour made of metal plates.  | 
 6 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.  | 
 801 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.  | 
 3 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.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +10% blight Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack.  | 
 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.  | 
 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 dwarven-steel pickaxe 'Fogtitan' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% * 20% chance to slow global speed by 41% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes damage: +6% temporal Maximum life: +24.00 Maximum stamina: +17.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 3 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.  | 
 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 HealhunterInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 4 nature Changes stats: +6 Cun Reduces incoming crit damage: 15.00% Physical save: +10 (+5 eff.) Light radius: +7 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 alchemist's lamp 'Umbrawild'Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +2 Str / +1 Dex / +4 Wil / +2 Con Changes resistances: +3% all Changes resistances penetration: +20% darkness / +8% all Changes damage: +8% mind Spell save: +10 (+5 eff.) Light radius: +5 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 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.  | 
 Coalwing [power 1]  (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +1 Str / +3 Dex Changes resistances: +3% lightning Changes damage: +9% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind.  | 
 This item will automatically be transmogrified when you leave the level.evasive yew totem of summon tentacle [power 215] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 430 Base Damage: 215 Armor: 7 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 8 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.  | 
 5 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.  | 
 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Zain the Cornac Sun Paladin level 21
46th Haze 122nd year of Ascendancy at 01:15 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Zain the Cornac Sun Paladin level 24
60th Haze 122nd year of Ascendancy at 16:03 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Zain the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 15:28 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Zain the Cornac Sun Paladin level 20
22nd Haze 122nd year of Ascendancy at 20:04 see stats
			Lost in translation (Insane (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Zain the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:11 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Zain the Cornac Sun Paladin level 22
47th Haze 122nd year of Ascendancy at 17:45 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Zain the Cornac Sun Paladin level 24
60th Haze 122nd year of Ascendancy at 23:23 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Zain the Cornac Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 15:12 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Zain the Cornac Sun Paladin level 10
35th Dusk 122nd year of Ascendancy at 19:19 see stats
			Thralless (Insane (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Zain the Cornac Sun Paladin level 23
54th Haze 122nd year of Ascendancy at 02:04 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Zain the Cornac Sun Paladin level 24
61st Haze 122nd year of Ascendancy at 14:22 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Zain the Cornac Sun Paladin level 17
11st Haze 122nd year of Ascendancy at 15:09 see stats
Log
Zain deactivates Weapon of Wrath.
Zain activates Weapon of Wrath.
Zain deactivates Chant of Fortress.
Zain activates Chant of Fortress.
Zain uses Giant Leap.
Zain uses Giant Leap.
Zain casts Bathe in Light.
Talent Block is ready to use.
Talent Healing Light is ready to use.
Lisariana the sandworm damages himself through Martyrdom!
Zain receives 10 healing from Shield of Light.
Insidious Poison from Lisariana the sandworm hits Zain for 36 nature damage.
Zain hits Lisariana the sandworm for (2 blocked), 0 nature (0 total damage).
Lisariana the sandworm uses Slime Spit.
Lisariana the sandworm's mind surges with critical power!
Zain is poisoned!
A shield forms around Lisariana the sandworm.
A shield forms around Zain.
Lisariana the sandworm damages himself through Martyrdom!
Lisariana the sandworm's manaburn arcane area effect hits Lisariana the sandworm for 0 arcane damage.
Lisariana the sandworm's manaburn arcane area effect hits Zain for 62 arcane damage.
Lisariana the sandworm receives 26 healing from Zain's healing light area effect.
Zain receives 17 healing from Zain's healing light area effect.
Zain hits Lisariana the sandworm for (5 antimagic), 0 arcane (0 total damage).
Your shield crumbles under the damage!
The shield around Zain crumbles.
Lisariana the sandworm damages himself through Martyrdom!
Lisariana the sandworm's Slime Spit hits Zain for (17 absorbed), 257 nature (257 total damage).
Zain hits Lisariana the sandworm for (12 antimagic), 0 nature (0 total damage).
Zain the level 25 cornac sun paladin was naturalised to death by Lisariana the sandworm on level 3 of Sandworm lair.































































































































