










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
 Necro Escort 1.7.2Adds a necromancer escort. 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:
 No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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 | 37 / 93% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bandit Leader Ivaba at level 16 on the 28th Dusk 122nd year of Ascendancy at 08:05 2 / 5Killed by iceguy at level 16 on the 28th Dusk 122nd year of Ascendancy at 09:46 Killed by Akerb the dwarf at level 18 on the 37th Dusk 122nd year of Ascendancy at 03:48 Killed by Glorolravena the Guardian at level 24 on the 50th Haze 122nd year of Ascendancy at 05:19 Killed by iceguy at level 26 on the 4th Decay 122nd year of Ascendancy at 07:15  | 
Primary Stats
| Strength | 16 (base 12) | 
| Dexterity | 31 (base 13) | 
| Constitution | 52 (base 46) | 
| Magic | 111 (base 49) | 
| Willpower | 93 (base 49) | 
| Cunning | 53 (base 14) | 
Resources
| Life | 588/588 | 
| Mana | 549/549 | 
| Healing Factor | 1.2893292187651 | 
| Regeneration | 4.1903199609866 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 2 | 
| See Invisible | 13 | 
Offense: Mainhand
| Damage | 48 | 
| Accuracy | 5 | 
| Crit Chance | 27% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 80 | 
| Crit Chance | 47% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 48 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +18% | 
| Arcane | +43% | 
| Cold | +225% | 
| All | 0% | 
| Lightning | +37% | 
| Temporal | +42% | 
| Physical | +46% | 
| Fire | +37% | 
| Mind | +24% | 
Offense: Damage Penetration
| Blight | +35% | 
| Cold | +160% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 16 (30%) | 
| Defense | 67 | 
| Ranged Defense | 67 | 
| Fatigue | 7 | 
| Physical Save | 21 | 
| Spell Save | 43 | 
| Mental Save | 60 | 
Defense: Resistances
| Fire | + 11%( 70%) | 
| Nature | + 30%( 70%) | 
| Temporal | + 27%( 70%) | 
| Blight | + 29%( 70%) | 
| Arcane | + 42%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 23%( 70%) | 
Defense: Immunities
| Stun Resistance | 68% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 50% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 1088 damage for 6 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 240 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1216% for 10 turns (547 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 764.57 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 5 times. Its effects scale with your Dexterity stat.  | 
Class Talents
| Spell / Ice | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Temporal | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 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 / Water | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
Generic Talents
| Spell / Aegis | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
| Spell / Divination | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Arcane Power | 
| talent | Shielding | 
| talent | Secrets of the Eternals | 
| talent | Uttercold | 
| talent | Disruption Shield | 
| talent | Premonition | 
| talent | Arcane Shield | 
| talent | Chant of Fortitude | 
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground | 
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You successfully escorted the desperate necromancer to the recall portal on level 1 of Dreadfell. Escort: desperate necromancer (level 1 of Dreadfell)As a reward you improved talent Runeskin (+1 level(s)).  | done | 
You successfully escorted the desperate necromancer to the recall portal on level 2 of Daikara. Escort: desperate necromancer (level 2 of Daikara)As a reward you improved talent Blurred Mortality (+1 level(s)).  | done | 
You successfully escorted the desperate necromancer to the recall portal on level 2 of Old Forest. Escort: desperate necromancer (level 2 of Old Forest)As a reward you improved talent Runeskin (+1 level(s)).  | done | 
You failed to protect the desperate necromancer from death by giant ice ant. Escort: desperate necromancer (level 4 of Old Forest) | failed | 
You failed to protect the injured seer from death by iceguy. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 6 of Dreadfell) | failed | 
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 627.  | active | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s).  | failed | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | active | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt.  | failed | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. This item has been sent to the Item's Vault.  | 
| Light source |  Spectral CageRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 1262 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. This item has been sent to the Item's Vault.  | 
| On head |  cashmere wizard hat 'Rimerock' (17 def, 0 armour)Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +17 (+4 eff.) Changes stats: +2 Str / +2 Wil / +6 Cun Changes damage: +15% cold Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault.  | 
| Tool |  Bleakmonster of the Blightspawn [power 344]  (15 cooldown)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 34 * 28% chance to reduce damage dealt by 24% Changes stats: +4 Dex / +2 Wil Changes resistances penetration: +20% cold Infravision radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 94 lightning damage and will be dazed for 1 turn (471 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce fatigue by 48% for 2 turns. * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. This item has been sent to the Item's Vault.  | 
| On fingers |  Chargehacker the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +5 Dex / +6 Con Changes resistances penetration: +25% cold Changes damage: +9% physical Stun/Freeze immunity: +38% Life regen: +3.00 Stamina each turn: +2.00 Rings make your fingers look great!  | 
| On fingers |  voratun ring 'Tideguile'Requires: - Level 35 Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes resistances penetration: +20% cold Changes damage: +24% mind / +15% cold Mental save: +10 (+2 eff.) Confusion immunity: +40% Rings make your fingers look great! This item has been sent to the Item's Vault.  | 
| Around waist |  Alunarirand the hardened leather beltRequires: - Level 15 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +8 Dex / +9 Wil / +9 Cun Changes damage: +6% arcane Damage against: +24% Summoned Reduced damage from: +30% Summoned Mental save: +11 (+3 eff.) Maximum life: +82.00 It can be used to create a temporary shield that absorbs 501 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. This item has been sent to the Item's Vault.  | 
| In main hand |  dragonbone magestaff 'Chargeknave' (39-46 power, 6 apr, cold 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: 39.0 - 46.8 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 (Melee): 25 fire Changes stats: +16 Mag / +17 Wil / +12 Cun Changes resistances: +9% blight Changes damage: +18% blight / +39% cold Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +28 (+6 eff.) Spell crit. chance: +5% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault.  | 
| On hands |  Frozenarc the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 6 temporal Changes resistances: +6% temporal / +5% arcane / +6% cold Changes resistances penetration: +10% blight / +10% cold Changes damage: +21% cold / +5% temporal When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  Galen's Flowing Robe (0 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+7 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! This item has been sent to the Item's Vault.  | 
| Cloak |  Frozen Shroud (12 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: -15% fire / +25% cold / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 1329.68 cold damage and condensing the air into freezing vapors that deal 443.23 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. This item has been sent to the Item's Vault.  | 
| Around neck |  Frost Lord's ChainRequires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. This item has been sent to the Item's Vault.  | 
Inventory
 Rune of the Rift (522.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 741.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune of the sneak (damage 673; dur 4; 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 673.31 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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.  | 
 manasurge rune of the titan (regen 938% over 10 turns; mana 46; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 938% for 10 turns (422 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Bethirialle the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Mag / +3 Con Reduces incoming crit damage: 15.00% See invisible: +3 Amulets make your neck look great!  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 Betyyassra the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +8 Mag / +2 Wil Changes resistances: +28% acid Changes damage: +14% acid Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Infravision radius: +3 Rings make your fingers look great!  | 
 Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 63.06 cold and 28.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
 copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.stralite battleaxe of crippling (43-64 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +16.0% Massive two-handed battleaxes.  | 
 Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.  | 
 This item will automatically be transmogrified when you leave the level.acidic voratun dagger of projection (38-49 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.truestriking stralite dagger (31-40 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.balanced stralite greatsword of evisceration (52-83 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +13 (+13 eff.) Physical crit. chance: +14.0% Physical power: +13 (+8 eff.) Defense: +13 (+3 eff.) Disarm immunity: +33% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.mighty yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +17 cold When wielded/worn: Physical power: +9 (+6 eff.) Changes stats: +5 Str Changes damage: +20% cold Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.balanced voratun mace of corruption (44-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). When wielded/worn: Accuracy: +12 (+12 eff.) Defense: +11 (+2 eff.) Disarm immunity: +34% Blunt and deadly.  | 
 Bleakrend the living mindstar (15-16 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Damage (Melee): 7 mind / 10 darkness Changes resistances: +3% lightning / +12% cold / +16% mind / +3% temporal Changes resistances penetration: +8% mind Changes damage: +17% mind / +8% darkness Talent granted: +1 Attune Mindstar Psi when hit: +2.20 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +48 Damage Resonance (when hit): +16% 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.absorbing living mindstar of frost (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Damage (Melee): 9 cold Changes resistances: +12% lightning / +25% fire / +14% cold Changes resistances penetration: +9% cold Changes damage: +11% cold Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.infernal dragonbone vilestaff of greater warding (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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: Armour: +9 Defense: +10 (+2 eff.) Damage (Melee): 28 fire Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +2 Ward +1 Command Staff Critical mult.: +26.00% Spellpower: +20 (+4 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art.  | 
 magewarrior's short yew magestaff (20-24 power, 4 apr, cold 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: +8 (+8 eff.) Physical crit. chance: +6.0% Physical power: +9 (+6 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.potent elven-wood magestaff of the prodigy (34-40 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +8 Wil / +10 Cun Changes damage: +34% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.arcing voratun steamsaw of lightning resistance (+19%) (41-61 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 126 damage Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +19% lightning Talent granted: +3 Block 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!  | 
 This item will automatically be transmogrified when you leave the level.stralite steamsaw of patience (33-49 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.0 - 49.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +69 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +14% temporal Talent granted: +2 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (837) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. 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!  | 
 This item will automatically be transmogrified when you leave the level.acidic voratun waraxe of crippling (39-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 When wielded/worn: Physical crit. chance: +8.0% One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.arcing stralite waraxe of projection (31-43 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 126 damage * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.truestriking stralite waraxe (29-40 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+15 eff.) Armour penetration: +11 Changes resistances penetration: +9% physical One-handed war axes.  | 
 Blastsorrow the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +3 Wil / +4 Cun Changes resistances penetration: +5% lightning Changes damage: +6% temporal Damage against: +16% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers.  | 
 GloriganorPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag / +2 Con Changes resistances: +15% temporal Changes damage: +18% temporal Maximum life: +88.00 Maximum mana: +60.00 Maximum stamina: +46.00 Maximum hate: +15.00 Maximum psi: +32.00 Maximum vim: +31.00 Maximum pos.energy: +25.00 Maximum neg.energy: +30.00 Light radius: +2 See invisible: +3 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting.  | 
 Haligrim the Winterterror (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Dex / +4 Wil / +7 Cun Changes resistances: +13% blight / +12% cold / +15% nature Changes damage: +6% mind / +6% cold Life regen: +6.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +10% Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Tildil the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun Changes resistances: +12% lightning / +11% cold / +5% arcane / +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Silk Current (12 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Grave +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. This item has been sent to the Item's Vault.  | 
 This item will automatically be transmogrified when you leave the level.dreamer's silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +15% acid / +12% physical / +14% darkness / +14% fire / +17% cold / +14% mind / +13% all Changes damage: +16% acid / +13% physical / +6% fire / +9% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +14 (+7 eff.) Spell save: +16 (+6 eff.) Mental save: +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.slimy cashmere robe of corrosion (+19%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 57% * 5 arcane resource burn Changes resistances: +19% acid / +11% all Changes damage: +13% acid A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.reinforced pair of hardened leather boots of rushing (0 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Str / +3 Con Changes resistances: +11% acid / +8% fire / +8% lightning / +8% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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.  | 
 This item will automatically be transmogrified when you leave the level.corrosive drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+14 eff.) Armour: +3 Damage (Melee): 11 acid Changes stats: +4 Dex Changes resistances: +6% acid Changes damage: +6% acid When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +9 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 This item will automatically be transmogrified when you leave the level.sand voratun gauntlets of dexterity (+4) (0 def, 10 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +10 Fatigue: +5% Damage (Melee): 9 physical Changes stats: +4 Dex Changes damage: +9% physical When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +10 physical Metal gloves protecting the hands up to the middle of the lower arm.  | 
 This item will automatically be transmogrified when you leave the level.Corrupted Gaze (4 def, 8 armour) Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind.  | 
 This item will automatically be transmogrified when you leave the level.Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.  | 
 This item will automatically be transmogrified when you leave the level.fortifying dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Maximum life: +51.00 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.drakeskin leather armour of the deep (20 def, 13 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +11% acid / +10% cold Allows you to breathe in: water A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of the wind (21 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Armour: +7 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Mental save: +14 (+3 eff.) Stamina each turn: +0.90 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 125 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.nimble drakeskin leather armour of the deep (30 def, 11 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +30 (+7 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +9% acid / +7% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour of fire resistance (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +20% fire / +14% light / +12% darkness A suit of armour made of leather.  | 
 elemental quiver of yew arrows (18/18, 30-42 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * Create an explosion dealing 139 acid damage (1/turn) Arrows are used with bows to pierce your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.psychokinetic quiver of elven-wood arrows of torment (19/19, 42-59 power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +14 physical Arrows are used with bows to pierce your foes to death.  | 
 3 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.  | 
 277 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.  | 
 4 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.  | 
 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Ce'Noda the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 fire Changes resistances: +3% lightning / +5% fire / +6% light Reduces incoming crit damage: 5.00% Life regen: +2.00 Maximum life: +40.00 Light radius: +3 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.  | 
 TunegInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+4 eff.) Defense: +5 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +10% mind Critical mult.: +10.00% Maximum life: +42.00 Maximum stamina: +10.00 Light radius: +3 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.  | 
 alchemist's lamp 'Holathablek'Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% Changes resistances: +18% lightning / +6% cold / +5% arcane / +3% all Physical save: +23 (+12 eff.) Spell save: +22 (+8 eff.) Mental save: +13 (+3 eff.) Light radius: +4 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 void-walker's alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% temporal / +7% darkness / +7% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +7 Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 40 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 6 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.  | 
 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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.  | 
 Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.  | 
 iron torque of mindblast [power 105]  (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 130 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.  | 
 8 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.  | 
 Infernobile the yew wand of conjuration [power 260]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce armor by 44% Maximum wards: +3 acid / +4 cold / +4 light / +4 mind Changes damage: +6% fire Talent granted: +1 Ward Poison immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +10% Life regen: +2.00 It can be used to fire a magical bolt dealing 260 acid 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.  | 
 Skymistress [power 190]  (15 cooldown)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +6% blight Changes damage: +3% lightning Disease immunity: +20% Life regen: +4.00 Maximum life: +40.00 Healing mod.: +20% It can be used to fire a magical bolt dealing 619 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. This item has been sent to the Item's Vault.  | 
 piercing elm wand of lightning storm [power 116]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (158 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 supercharged ash wand of shielding [power 236]  (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 392 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 6 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.  | 
 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By iceguy the Shalore Archmage level 33
59th Regrowth 123rd year of Ascendancy at 01:40 see stats
			Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.By iceguy the Shalore Archmage level 32
15th Regrowth 123rd year of Ascendancy at 23:26 see stats
			Are you out of your mind?! (Nightmare (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By iceguy the Shalore Archmage level 35
72nd Regrowth 123rd year of Ascendancy at 02:03 see stats
			Brave new world (Nightmare (Adventure) difficulty)
			Went to the Far East and took part in the war.By iceguy the Shalore Archmage level 35
68th Regrowth 123rd year of Ascendancy at 14:45 see stats
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By iceguy the Shalore Archmage level 21
67th Dusk 122nd year of Ascendancy at 08:27 see stats
			Destroyer's bane (Nightmare (Adventure) difficulty)
			Killed Golbug the Destroyer.By iceguy the Shalore Archmage level 34
66th Regrowth 123rd year of Ascendancy at 05:24 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By iceguy the Shalore Archmage level 18
39th Dusk 122nd year of Ascendancy at 15:23 see stats
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By iceguy the Shalore Archmage level 25
69th Haze 122nd year of Ascendancy at 17:48 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.By iceguy the Shalore Archmage level 18
32nd Dusk 122nd year of Ascendancy at 19:45 see stats
			I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By iceguy the Shalore Archmage level 37
72nd Regrowth 123rd year of Ascendancy at 06:21 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By iceguy the Shalore Archmage level 10
4th Flare 122nd year of Ascendancy at 05:36 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By iceguy the Shalore Archmage level 20
56th Dusk 122nd year of Ascendancy at 11:08 see stats
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By iceguy the Shalore Archmage level 30
8th Regrowth 123rd year of Ascendancy at 05:48 see stats
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By iceguy the Shalore Archmage level 22
32nd Haze 122nd year of Ascendancy at 22:45 see stats
			Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.By iceguy the Shalore Archmage level 24
49th Haze 122nd year of Ascendancy at 23:14 see stats
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By iceguy the Shalore Archmage level 13
18th Dusk 122nd year of Ascendancy at 05:40 see stats
			Sliders (Nightmare (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By iceguy the Shalore Archmage level 35
66th Regrowth 123rd year of Ascendancy at 11:38 see stats
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By iceguy the Shalore Archmage level 16
28th Dusk 122nd year of Ascendancy at 09:45 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By iceguy the Shalore Archmage level 9
5th Mirth 122nd year of Ascendancy at 08:21 see stats
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By iceguy the Shalore Archmage level 27
2nd Wintertide 123rd year of Ascendancy at 04:33 see stats
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By iceguy the Shalore Archmage level 26
71st Haze 122nd year of Ascendancy at 06:55 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By iceguy the Shalore Archmage level 16
28th Dusk 122nd year of Ascendancy at 17:14 see stats
			Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By iceguy the Shalore Archmage level 31
14th Regrowth 123rd year of Ascendancy at 21:34 see stats
Log
Iceguy picks up (x.): arcing stralite waraxe of projection (31-43 power, 5 apr).
You pickup 0.70 gold pieces.
You pickup 3.05 gold pieces.
You pickup 0.70 gold pieces.
Iceguy picks up (x.): acidic voratun waraxe of crippling (39-55 power, 6 apr).
You pickup 2.40 gold pieces.
You pickup 0.65 gold pieces.
You pickup 2.40 gold pieces.
Iceguy picks up (D.): Jaw of Rogroth.
Lore found: Jaw of Rogroth
You can read all your collected lore in the game menu, by pressing Escape.
You pickup 2.40 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.50 gold pieces.
You pickup 0.75 gold pieces.
You pickup 1.00 gold pieces.
You pickup 0.80 gold pieces.
Iceguy walks on a trap, and there is a loud noise.
Ran for 9 turns (stop reason: trap).
Galen's Flowing Robe activates and resets iceguy's Secrets of the Eternals cooldown!










































































































































