










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! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 39 / 76% | 
| Size | medium | 
| Lifes / Deaths | Killed by Grand Corruptor at level 20 on the 70th Dusk 122nd year of Ascendancy at 06:295 / 2 Killed by Adara the elven mage at level 26 on the 10th Decay 122nd year of Ascendancy at 08:03 | 
Primary Stats
| Strength | 13 (base 10) | 
| Dexterity | 21 (base 10) | 
| Constitution | 33 (base 25) | 
| Magic | 111 (base 60) | 
| Willpower | 71 (base 37) | 
| Cunning | 82 (base 47) | 
Resources
| Life | 577/577 | 
| Mana | 379/379 | 
| Healing Factor | 1.2789294477288 | 
| Regeneration | 0.3197323619322 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +31.20512205326% | 
| Spell | 0% | 
| Global | +130.07221286943% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| See Stealth | 14.387508052892 | 
| See Invisible | 33.439163021013 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 43 | 
| Accuracy | 15 | 
| Crit Chance | 45% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 72 | 
| Crit Chance | 92% | 
| Speed | 1 | 
| Cooldown Reduction | 26.666666666667 | 
Offense: Mind
| Mindpower | 55 | 
| Crit Chance | 41% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +8% | 
| Arcane | +29% | 
| Cold | +8% | 
| All | +2% | 
| Lightning | +50% | 
| Light | +28% | 
| Temporal | +8% | 
| Physical | +17% | 
| Fire | +8% | 
| Darkness | +6% | 
Offense: Damage Penetration
| Darkness | +35% | 
| Lightning | +95% | 
| Arcane | +65% | 
| Cold | +40% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 54 | 
| Ranged Defense | 62 | 
| Fatigue | 0 | 
| Physical Save | 35 | 
| Spell Save | 48 | 
| Mental Save | 45 | 
Defense: Resistances
| Lightning | + 35%( 70%) | 
| Temporal | + 30%( 70%) | 
| Nature | + 23%( 70%) | 
| Arcane | + 37%( 70%) | 
| Cold | + 28%( 70%) | 
| All | + 21%( 70%) | 
Defense: Immunities
| Stun Resistance | 55% | 
| Bleed Resistance | 20% | 
| Pinning Resistance | 100% | 
| Disarm Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 31% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 12 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 845 damage for 5 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 15 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 4 turns and blocking 205 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 Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 9 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 1266% for 10 turns (419 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 823% 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
| Spell / Meta | 1.50 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Air | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Storm | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Divination | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Hurricane | 
| talent | Secrets of the Eternals | 
| talent | Keen Senses | 
| talent | Tempest | 
| talent | Feather Wind | 
| talent | Spellcraft | 
| talent | Essence of Speed | 
| talent | Shielding | 
| talent | Disruption Shield | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On 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 task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There 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 successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.Escort: injured seer (level 1 of Dreadfell) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell.Escort: lone alchemist (level 6 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Daikara.Escort: lost defiler (level 1 of Daikara) As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell.Escort: lost sun paladin (level 3 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell.Escort: lost sun paladin (level 8 of Dreadfell) As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara.Escort: worried loremaster (level 2 of Daikara) As a reward you improved Strength by +5. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved Constitution 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 Orc Find 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 | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl | active | 
| 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 Fortress With 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: 166. | active | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 world Upon 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. | active | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 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 Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Strikeschism (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Cun Changes resistances: +12% lightning / +11% temporal Changes resistances penetration: +20% lightning Critical mult.: +20.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+4 eff.) A pair of boots made of leather. | 
| Light source |  Void Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 46.74 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. | 
| On head |  Hat of Arcane Understanding (2 def, 0 armour) Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. This item has been sent to the Item's Vault. | 
| Tool |  Ravenschism the steel torque of clear mind [power 2]  (2/25 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +10% darkness Changes damage: +9% physical It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 36. * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Xalrata the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances penetration: +25% arcane Changes damage: +9% arcane Mental save: +6 (+2 eff.) Disarm immunity: +30% Pinning immunity: +26% Knockback immunity: +31% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +2.00 Maximum life: +29.00 Mindpower: +15 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
| On fingers |  Snowsun Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +9% cold Changes resistances penetration: +15% arcane Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Rings make your fingers look great! | 
| Around waist |  balancing hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +5 Mag / +5 Wil / +3 Cun Spell crit. chance: +4% Mental crit. chance: +8% A belt that goes around your waist. | 
| In main hand |  dragonbone vilestaff 'Floebliss' (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +18 Mag / +17 Wil / +19 Cun Changes resistances penetration: +15% cold Changes damage: +30% lightning / +12% arcane Talent granted: +1 Command Staff Physical save: +14 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +17 Spellpower: +15 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  spellstreaming voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +20 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +30% Mana each turn: +0.27 Spellpower: +7 (+2 eff.) Spell crit. chance: +7% 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: 4.0 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  tormentor's silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% all Critical mult.: +11.00% Mana each turn: +0.18 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum mana: +66.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Vorota the Lightblow (2 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +3% nature / +6% lightning Changes damage: +21% light Cut immunity: +20% Maximum life: +60.00 Spell crit. chance: +7% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  starseer's stralite amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes damage: +4% darkness / +6% temporal / +5% light / +6% physical Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +42.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! | 
Inventory
|  healing infusion of the wizard (heal 271; 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 instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. 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 of the psychic (res 31%; physical; 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 physical effect and reduce all damage taken by 31% 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 sneak (res 32%; physical; dur 2; 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 physical effect and reduce all damage taken by 32% 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 sneak (res 31%; mental; dur 3; cd 14) 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: 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 effect and reduce all damage taken by 31% for 3 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 26%; physical; dur 4; cd 10) 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: 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 physical effect and reduce all damage taken by 26% for 4 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 38%; mental; dur 4; 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 mental 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 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: 18 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. | 
|  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: 15 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. | 
|  ethereal rune of the psychic (power 19; resist 26%; move 36%; dur 5; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 36% faster, and you are invisible (power 19). 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. | 
|  ethereal rune of the sneak (power 34; resist 36%; move 53%; dur 5; cd 20) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 36% all resistance, you move 53% faster, and you are invisible (power 34). 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. | 
|  ethereal rune of the wizard (power 29; resist 40%; move 49%; dur 5; cd 19) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 40% all resistance, you move 49% faster, and you are invisible (power 29). 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 wizard (threshold 37; blocks 6; dur 4; 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: 10 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 37 up to 6 times. 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. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Arcbane the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes damage: +21% lightning / +9% temporal / +6% mind Talent mastery: +0.25 Spell / Meta Amulets make your neck look great! | 
|  clarifying stralite amulet of mastery (0.29 Spell / Earth) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.29 Spell / Earth Confusion immunity: +36% Amulets make your neck look great! | 
|  Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 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. | 
|  The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." | 
|  Wheel of Fate Powered 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? | 
|  Star (10-13 power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. | 
|  Nature's Vengeance (40-56 power, 4 apr) Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+5 eff.) It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. | 
|  Malediction (40-48 power, 15 apr) Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. | 
|  Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +19% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  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 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+2 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: 3.0 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 4 turns, rendering it unable to act. Every 55 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. | 
|  elven-silk cloak 'Starhunger' (3 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+5 eff.) Armour penetration: +7 Armour: +8 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +1 Dex Changes resistances: +5% arcane / +20% cold Changes damage: +15% light / +12% arcane Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  silk robe 'Freezecrypt' (0 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes resistances: +7% lightning / +8% darkness / +8% light / +14% cold / +11% blight / +7% fire / +21% nature / +13% all Changes resistances penetration: +10% cold Changes damage: +14% nature / +6% cold Physical save: +14 (+6 eff.) Spell save: +30 (+10 eff.) Mental save: +16 (+6 eff.) Mana each turn: +0.18 Psi each turn: +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 78 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. | 
|  pair of hardened leather boots 'Pyreidol' (10 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: -6% Changes stats: +3 Str / +3 Con Changes resistances: +7% lightning / +7% temporal / +9% fire Knockback immunity: +10% Stamina each turn: +0.60 Maximum life: +56.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  8 agate 0.00 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. | 
|  644 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  11 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  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. | 
|  crystalomancer's dwarven-steel pickaxe (dig speed 28 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Maximum mana: +25.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Forbidden Tome: "The Day It Came" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 jade 0.00 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 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  alchemist's lamp of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 232.30 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 223.53 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Prothotipe's Prismatic Eye Powered 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. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| PlumpkinPlumpkin Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  2 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  3 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Gwai's Burninator Powered 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 563.76 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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 Lich Powered 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. | 
|  Loammalice [power 370]  (2/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +20% nature / +15% lightning Changes resistances penetration: +25% darkness / +20% nature It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 433 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Masin the iron torque of gale force [power 110]  (2/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +6 Str / +3 Wil / +3 Cun / +2 Con Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% See invisible: +15 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 129 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Sleetwrest the dwarven-steel torque of gale force [power 230]  (2/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Mag Changes resistances: +6% cold Changes resistances penetration: +10% cold Mental save: +6 (+2 eff.) Vim when firing critical spell: +2.00 Maximum psi: +50.00 Mindpower: +30 (+9 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 269 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of mindblast [power 105]  (2/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 107 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  stralite torque of psionic shield [power 99]  (2/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 99 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Freezeresolve the elven-wood totem of summon tentacle [power 305]  (2/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +12% cold Changes resistances penetration: +15% acid / +10% cold Changes damage: +9% acid / +15% fire It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 930 Base Damage: 326 Armor: 26 All Resist: 20 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  Lightningdream [power 62]  (2/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +21% lightning Changes resistances penetration: +25% lightning Mental save: +18 (+6 eff.) Maximum vim: +50.00 It can be used to harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
|  Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 7/15. This small tree-shaped totem is imbued with powerful healing energies. | 
|  cleansing elven-wood totem of healing [power 386]  (2/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  extending elven-wood totem of stinging [power 392]  (2/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 400 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. | 
|  7 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  dragonbone wand of shielding [power 404]  (2/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 653 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  warded elven-wood wand of conjuration [power 250]  (2/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +4 cold / +2 nature / +2 blight Talent granted: +1 Ward It can be used to fire a magical bolt dealing 270 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  yew wand of conjuration 'Galeobeisance' [power 260]  (2/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +20% blight / +21% lightning Changes resistances penetration: +25% blight It can be used to fire a magical bolt dealing 281 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 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. | 
|  5 quartz 0.00 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. | 
|  amber 0.00 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. | 
|  8 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.00 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. | 
|  3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Orochimaru the Shalore Archmage level 35
6th Mirth 123rd year of Ascendancy at 21:28 see stats
 A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Orochimaru the Shalore Archmage level 27
72nd Regrowth 123rd year of Ascendancy at 13:50 see stats
 A living one! (Nightmare (Adventure) difficulty)
			Was teleported into Caldizar's Fortress, far into the void between the stars.
			A living one! (Nightmare (Adventure) difficulty)
			Was teleported into Caldizar's Fortress, far into the void between the stars.By Orochimaru the Shalore Archmage level 34
75th Pyre 123rd year of Ascendancy at 11:22 see stats
 Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.By Orochimaru the Shalore Archmage level 33
66th Pyre 123rd year of Ascendancy at 04:56 see stats
 Anti-Antimagic! (Nightmare (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Nightmare (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Orochimaru the Shalore Archmage level 20
70th Dusk 122nd year of Ascendancy at 04:41 see stats
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Orochimaru the Shalore Archmage level 28
25th Pyre 123rd year of Ascendancy at 16:03 see stats
 Catch that Plumpkin! (Nightmare (Adventure) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Nightmare (Adventure) difficulty)
			Finish the Plumpkin event.By Orochimaru the Shalore Archmage level 21
19th Haze 122nd year of Ascendancy at 03:47 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Orochimaru the Shalore Archmage level 15
21st Dusk 122nd year of Ascendancy at 20:22 see stats
 Destroyer's bane (Nightmare (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Nightmare (Adventure) difficulty)
			Killed Golbug the Destroyer.By Orochimaru the Shalore Archmage level 38
17th Dusk 123rd year of Ascendancy at 01:45 see stats
 Dragon's Greed (Nightmare (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Adventure) difficulty)
			Amassed 8000 gold pieces.By Orochimaru the Shalore Archmage level 38
16th Dusk 123rd year of Ascendancy at 02:13 see stats
 Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Orochimaru the Shalore Archmage level 27
25th Pyre 123rd year of Ascendancy at 00:26 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Orochimaru the Shalore Archmage level 20
69th Dusk 122nd year of Ascendancy at 05:23 see stats
 Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Orochimaru the Shalore Archmage level 29
35th Pyre 123rd year of Ascendancy at 09:29 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Orochimaru the Shalore Archmage level 25
9th Decay 122nd year of Ascendancy at 00:31 see stats
 Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Orochimaru the Shalore Archmage level 27
72nd Regrowth 123rd year of Ascendancy at 15:19 see stats
 Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Orochimaru the Shalore Archmage level 35
3rd Mirth 123rd year of Ascendancy at 17:24 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Orochimaru the Shalore Archmage level 10
6th Mirth 122nd year of Ascendancy at 19:21 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Orochimaru the Shalore Archmage level 20
69th Dusk 122nd year of Ascendancy at 02:49 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Orochimaru the Shalore Archmage level 30
45th Pyre 123rd year of Ascendancy at 01:18 see stats
 Orbituary (Nightmare (Adventure) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.
			Orbituary (Nightmare (Adventure) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By Orochimaru the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:27 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Orochimaru the Shalore Archmage level 19
46th Dusk 122nd year of Ascendancy at 18:03 see stats
 Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Orochimaru the Shalore Archmage level 26
10th Decay 122nd year of Ascendancy at 20:32 see stats
 Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.By Orochimaru the Shalore Archmage level 37
2nd Summertide 123rd year of Ascendancy at 03:47 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Orochimaru the Shalore Archmage level 21
19th Haze 122nd year of Ascendancy at 02:31 see stats
 Sliders (Nightmare (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Nightmare (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Orochimaru the Shalore Archmage level 39
17th Dusk 123rd year of Ascendancy at 04:03 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Orochimaru the Shalore Archmage level 9
2nd Mirth 122nd year of Ascendancy at 11:40 see stats
 The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Orochimaru the Shalore Archmage level 27
72nd Regrowth 123rd year of Ascendancy at 13:50 see stats
 The Rat Lich (Nightmare (Adventure) difficulty)
			Killed the terrible Rat Lich.
			The Rat Lich (Nightmare (Adventure) difficulty)
			Killed the terrible Rat Lich.By Orochimaru the Shalore Archmage level 28
26th Pyre 123rd year of Ascendancy at 19:39 see stats
 The sky is falling! (Nightmare (Adventure) difficulty)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Nightmare (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By Orochimaru the Shalore Archmage level 20
69th Dusk 122nd year of Ascendancy at 21:21 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Orochimaru the Shalore Archmage level 23
72nd Haze 122nd year of Ascendancy at 12:51 see stats
 Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Orochimaru the Shalore Archmage level 26
10th Decay 122nd year of Ascendancy at 20:32 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Orochimaru the Shalore Archmage level 19
52nd Dusk 122nd year of Ascendancy at 10:40 see stats
 Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Orochimaru the Shalore Archmage level 32
65th Pyre 123rd year of Ascendancy at 10:23 see stats
Log
Orochimaru deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Orochimaru activates Feather Wind.
You are no longer encumbered.
Orochimaru deactivates Spellcraft.
Orochimaru activates Spellcraft.
Orochimaru deactivates Shielding.
Orochimaru activates Shielding.
Orochimaru deactivates Essence of Speed.
Orochimaru activates Essence of Speed.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained: 
  - Disruption Shield
 If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
You cannot do that on the world map.
You cannot do that on the world map.
There is a Unremarkable cave here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
Saving game...
Saving done.
Orochimaru wears (replacing Tree of Life): Ravenschism the steel torque of clear mind [power 2]  (25 cooldown).
Orochimaru wears (replacing pair of hardened leather boots 'Pyreidol' (10 def, 3 armour)): Strikeschism (0 def, 5 armour).
There is a Unremarkable cave 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.
































































