











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Ogre | 
| Class | Sun Paladin | 
| Level / Exp | 50 / 885% | 
| Size | big | 
| Lifes / Deaths | Killed by Ivavena the Guardian at level 21 on the 1st Mirth 123rd year of Ascendancy at 20:403 / 4 Killed by Golbug the Destroyer at level 28 on the 61st Dusk 123rd year of Ascendancy at 03:05 Killed by Gluna the orc necromancer at level 38 on the 11st Pyre 124th year of Ascendancy at 12:57 Killed by Velevea the ice wyrm at level 42 on the 46th Pyre 124th year of Ascendancy at 07:06 | 
Primary Stats
| Strength | 95 (base 60) | 
| Dexterity | 89 (base 53) | 
| Constitution | 65 (base 32) | 
| Magic | 117 (base 62) | 
| Willpower | 20 (base 8) | 
| Cunning | 65 (base 23) | 
Resources
| Mana | 424/424 | 
| Vim | 296/296 | 
| Life | 1666/1666 | 
| Positive | 87/87 | 
| Stamina | 272/272 | 
| Healing Factor | 1.4541355335885 | 
| Regeneration | 0.36353388339713 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 16 | 
| See Invisible | 10 | 
Offense: Mainhand
| Damage | 255 | 
| Accuracy | 66 | 
| Crit Chance | 115% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 57 | 
| Crit Chance | 58% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 34 | 
| Crit Chance | 45% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +43% | 
| Arcane | +30% | 
| Mind | +31% | 
| All | +15% | 
| Darkness | +31% | 
| Light | +55% | 
| Temporal | +59% | 
| Fire | +25% | 
| Physical | +70% | 
Offense: Damage Penetration
| Physical | +14% | 
| Darkness | +15% | 
| Arcane | +14% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 78.914357236637 (98.626283352783%) | 
| Defense | 64 | 
| Ranged Defense | 64 | 
| Fatigue | 19 | 
| Physical Save | 50 | 
| Spell Save | 60 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 47%( 70%) | 
| Blight | + 68%( 70%) | 
| Physical | + 34%( 70%) | 
| Cold | + 69%( 70%) | 
| All | + 22%( 70%) | 
| Lightning | + 44%( 70%) | 
| Light | + 57%( 70%) | 
| Temporal | + 26%( 70%) | 
| Mind | + 53%( 70%) | 
| Darkness | + 39%( 70%) | 
| Fire | + 35%( 70%) | 
| Nature | + 37%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Blind Resistance | 100% | 
| Disarm Resistance | 86% | 
| Pinning Resistance | 50% | 
| Silence Resistance | 32% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 43% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0Rune: Reflection Shield 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 create a protective shield absorbing and reflecting at most 860 damage for 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 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. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 869% 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 Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Biting Gale Use mode: Activated Range: melee/personal Cooldown: 18 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 419.31 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 Magic 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 3 turns and blocking 181 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. | 
Class Talents
| Celestial / Guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| Celestial / Crusader | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Generic Talents
| Technique / Combat training | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Weapon of Wrath | 
| talent | Righteous Strength | 
| talent | Weapon of Light | 
| talent | Shield of Light | 
| talent | Second Life | 
| talent | Premonition | 
| talent | Retribution | 
| talent | Chant of Resistance | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the 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 have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell.Escort: injured seer (level 2 of Dreadfell) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You failed to protect the injured seer from death by lesser vampire.Escort: injured seer (level 6 of Dreadfell) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell.Escort: lone alchemist (level 7 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest.Escort: lost defiler (level 3 of Old Forest) As a reward you improved talent Curse of Death (+1 level(s)). | 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 warrior to the recall portal on level 3 of Scintillating Caves.Escort: lost warrior (level 3 of Scintillating Caves) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You abandoned lost warrior, to death.Escort: lost warrior (level 8 of Dreadfell) | failed | 
| You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell.Escort: repented thief (level 4 of Dreadfell) As a reward you improved talent Track (+1 level(s)). | done | 
| You abandoned worried loremaster, to death.Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | 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: 1020. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | done | 
| Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists.The Brotherhood of Alchemists Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. 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 brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of 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 have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation Slasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con Silence immunity: +32% Confusion immunity: +26% Stun/Freeze immunity: +28% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Blazebreeze (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +12% lightning / +16% physical / +16% mind Changes damage: +9% temporal / +10% light / +9% blight / +27% physical / +16% mind / +10% darkness Equilibrium when hit: +0.12 Maximum psi: +30.00 Mindpower: +10 (+4 eff.) A pointy cloth hat, very wizardly... | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. | 
| Tool |  voratun torque of psionic shield 'Ravenwilter' [power 157]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +2 Dex Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +12% physical Critical mult.: +5.00% It can be used to setup a psionic shield, reducing all damage taken by 157 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  voratun bloodstone ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +2 Str / +14 Mag / +7 Cun / +7 Con Changes resistances: +19% blight Changes damage: +19% blight Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +60% Knockback immunity: +43% Maximum life: +50.00 Spellpower: +7 (+1 eff.) Rings make your fingers look great! | 
| On fingers |  stralite amber ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Damage (Melee): 21 light Damage (Ranged): 18 light Changes stats: +9 Mag Changes damage: +10% light / +8% all Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! | 
| Around neck |  Choker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. | 
| In main hand |  warbringer's voratun greatmaul of ruin (71-106 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +20.0% Physical power: +13 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +14% physical Critical mult.: +38.00% Disarm immunity: +36% Massive two-handed mauls. | 
| Around waist |  Straplet Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -9% Effects on melee hit: * 23% chance to reduce damage dealt by 19% Damage when hit (Melee): 11 darkness Changes stats: +18 Dex / +18 Cun / +19 Lck Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +5% darkness Trap disarming bonus: +48 Stealth bonus: +30 Maximum encumbrance: +58 Mental crit. chance: +15% Infravision radius: +12 A belt that goes around your waist. | 
| In off hand |  BottleCap (35 def, 10 armour, 65-78 power, 197.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 Damage (Melee): +12 arcane Damage (radius 1) on hit: +12 arcane When wielded/worn: Armour: +10 Defense: +35 (+9 eff.) Fatigue: +8% Effects on melee hit: * 23% chance to slow global speed by 49% * 15% chance to reduce all saves and defense by 23 Effects when hit in melee: * 35% chance to reduce all saves and defense by 23 Damage when hit (Melee): 2 physical On shield block: * Cause enemies within radius 6 to bleed for 296 physical damage over 5 turns (1/turn) Changes resistances: +20% blight / +28% cold / +20% nature Changes damage: +6% physical Talent granted: +1 Block Handheld deflection devices. | 
| Cloak |  Scarf (18 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +6 Dex / +10 Con Changes resistances: +15% cold Changes resistances penetration: +14% arcane Changes damage: +15% arcane / +35% temporal Talent mastery: +0.40 Technique / Combat training Critical mult.: +27.00% Physical save: +14 (+4 eff.) Spell save: +15 (+4 eff.) Stamina each turn: +1.40 Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+9 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 3 Armour, 6 Defense and your attacks will gain 11% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. | 
Inventory
|  Elixir of Invulnerability Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. | 
|  stormshield rune of the duelist (threshold 18; blocks 5; dur 4; cd 17) 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: 17 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 18 up to 5 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  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! | 
|  Ancient Tome titled 'Gems and their uses' 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! | 
|  Frost Lord's Chain 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 (+3 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. | 
|  Nimbusbright Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +5% arcane Changes damage: +21% blight / +24% fire / +15% arcane / +12% lightning Critical mult.: +33.00% Spellpower: +22 (+5 eff.) Amulets make your neck look great! | 
|  Pendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. | 
|  Shadepiety the voratun amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Fatigue: -10% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +9 Str / +9 Dex / +4 Cun / +8 Con Changes resistances penetration: +25% mind / +25% darkness Changes damage: +6% mind Critical mult.: +14.00% Life regen: +4.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! | 
|  mindweaver's voratun amulet of manastreaming Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag / +3 Wil Mental save: +11 (+4 eff.) Confusion immunity: +20% Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +42.00 Mindpower: +8 (+3 eff.) Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. restful voratun amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +6 Mag Life regen: +5.00 Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +57.00 Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Mnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
|  Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Silobrena the Coalwalker Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +27% acid / +6% temporal / +15% mind Changes resistances penetration: +25% acid Changes damage: +12% darkness Stun/Freeze immunity: +44% Life regen: +8.00 Rings make your fingers look great! | 
|  Thunderstalker Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +4 Con Changes resistances: +30% acid / +41% fire / +38% lightning / +30% cold Changes resistances penetration: +10% fire Changes damage: +21% lightning Spell save: +32 (+8 eff.) Maximum stamina: +40.00 Rings make your fingers look great! | 
|  Void Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 211.19 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. | 
|  This item will automatically be transmogrified when you leave the level. conjurer's voratun ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Defense: +15 (+4 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 103% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. mule's voratun ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Maximum encumbrance: +35 Blindness immunity: +38% Infravision radius: +5 See stealth: +21 See invisible: +20 Rings make your fingers look great! | 
|  painweaver's stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +7 Physical power: +10 (+1 eff.) Defense: +11 (+3 eff.) Changes damage: +5% all Spellpower: +9 (+2 eff.) Mindpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 103% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  savage's voratun ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% acid / +21% fire / +23% lightning / +23% cold Spell save: +14 (+4 eff.) Maximum stamina: +25.00 Rings make your fingers look great! | 
|  solipsist's voratun ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Life regen: +13.00 Maximum life: +56.00 Mindpower: +9 (+3 eff.) Healing mod.: +17% Rings make your fingers look great! | 
|  stralite ring 'Sewervein' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% * 18% chance to reduce all saves and defense by 23 Damage (Melee): 17 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 23 Damage (Ranged): 29 physical Changes stats: +5 Str / +7 Dex / +8 Cun Changes resistances: +15% acid / +9% nature Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! | 
|  enhanced voratun battleaxe of crippling (56-84 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Changes stats: +13 Str / +12 Dex / +12 Mag / +10 Wil / +12 Cun / +12 Con Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. elemental voratun dagger of crippling (37-48 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 96 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +8% cold Changes damage: +28% cold Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. quick voratun dagger (38-50 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger of phasing (36-47 power, 30 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +9% physical Disarm immunity: +35% Sharp, short and deadly. | 
|  Arolrada the Nimbusreaper (69-104 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% Damage (Melee): +21 cold Damage (radius 2) on crit: +52 acid / +54 nature / +16 lightning When wielded/worn: Armour penetration: +16 Physical crit. chance: +23.0% Physical power: +21 (+3 eff.) Changes resistances: +3% lightning Changes resistances penetration: +28% acid / +30% nature Massive two-handed mauls. | 
|  Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. | 
|  This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatmaul of rage (67-101 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +117 fire When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +12 Str Changes resistances penetration: +31% fire Changes damage: +14% physical Global speed: +9% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. Champion's Will (67-107 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 114% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 88 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. | 
|  Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. | 
|  This item will automatically be transmogrified when you leave the level. voratun longsword of ruin (43-60 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +9.0% Critical mult.: +28.00% Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. balanced voratun mace of enduring (45-62 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +11 Con / +9 Wil Disarm immunity: +39% Maximum life: +35.00 Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. living mindstar of sand (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 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: Damage (Melee): 20 physical Changes resistances: +19% physical Changes resistances penetration: +20% physical Changes damage: +16% physical 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. | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  This item will automatically be transmogrified when you leave the level. imbued dragonbone magestaff (30-36 power, 6 apr, lightning 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: 130% 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: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Lightning (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. imbued dragonbone vilestaff (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: 130% 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: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Epidemic (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. voratun waraxe of torment (39-55 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. | 
|  Lightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. | 
|  Neira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 392, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
|  balancing hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +3 (+0 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +7.00% Mental crit. chance: +7% A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. ravager's drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +16% physical Changes damage: +25% physical A belt that goes around your waist. | 
|  spiritwalker's hardened leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Wil / +13 Mag Mana each turn: +0.15 Maximum mana: +28.00 Spell crit. chance: +5% A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. Frozen Shroud (12 def, 0 armour) 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: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 489.90 cold damage and condensing the air into freezing vapors that deal 163.30 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. | 
|  Umbramoon the cashmere cloak (10 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +26% darkness / +24% cold Changes resistances penetration: +12% darkness Changes damage: +10% darkness Stealth bonus: +13 Physical save: +9 (+3 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. battlemaster's elven-silk cloak of protection (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +4 Dex / +5 Con Talent mastery: +0.40 Technique / Combat training Spell save: +26 (+7 eff.) Mental save: +11 (+4 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. | 
|  This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +17% acid / +20% physical / +16% fire / +15% cold / +15% all Changes resistances penetration: +15% temporal / +12% physical Changes damage: +24% acid / +43% physical / +22% cold / +11% temporal / +16% fire Talent cooldown: Refit Golem (-5 turns) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 273 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
|  Brodygar the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +4 Mag / +4 Wil Changes resistances: +2% physical / +15% cold / +14% fire Changes damage: +9% acid Reduces incoming crit damage: 5.00% Maximum encumbrance: +30 Physical save: +18 (+6 eff.) Silence immunity: +20% Healing mod.: +10% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. | 
|  Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
|  This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Cun / +6 Wil Physical save: +11 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+4 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Stamina each turn: +1.60 Maximum life: +60.00 Maximum stamina: +40.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Pitchbraid the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Changes stats: +3 Str Changes resistances: +3% mind / +9% darkness Changes damage: +15% mind Critical mult.: +8.00% Spell crit. chance: +7% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Blackbrawn the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +5 Str / +5 Wil Changes resistances: +18% lightning / +9% temporal / +9% darkness / +5% arcane / +15% light Mental save: +13 (+5 eff.) Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. | 
|  Dragonskull Helm (0 def, 20 armour) Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. | 
|  Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  grounding iron helm of the depths (0 def, 3 armour) =Aqualung= Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% cold / +6% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. mindcaging voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +23% mind Mental save: +30 (+10 eff.) Confusion immunity: +45% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. mindcaging voratun helm of precognition (9 def, 5 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun Changes resistances: +18% mind Mental save: +30 (+10 eff.) Confusion immunity: +42% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. shielding elven-silk wizard hat of time (+17%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag Changes resistances: +17% temporal Changes damage: +17% temporal Spell save: +10 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 16 acid / 13 fire Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +30% acid / +18% fire A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. voratun plate armour of command (11 def, 25 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +11 (+3 eff.) Fatigue: +22% Changes stats: +5 Cun Mental save: +21 (+7 eff.) A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. voratun plate armour of command (12 def, 24 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +12 (+3 eff.) Fatigue: +22% Changes stats: +3 Cun Mental save: +25 (+9 eff.) A suit of armour made of metal plates. | 
|  Lunar Shield (0 def, 20 armour, 45-62 power, 250 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. | 
|  Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. | 
|  Veluwyn (0 def, 18 armour, 54-65 power, 216.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.5 - 65.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +216 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Armour penetration: +2 Physical crit. chance: +15.0% Physical power: +11 (+1 eff.) Armour: +18 Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +5 Con Changes resistances: +23% acid Changes resistances penetration: +15% physical Changes damage: +9% mind Talent granted: +1 Block Physical save: +21 (+7 eff.) Maximum stamina: +30.00 Handheld deflection devices. | 
|  swashbuckler's voratun shield of the stars (0 def, 10 armour, 64-76 power, 193.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +193 Damage (Melee): +15 light / +15 darkness When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +10 Fatigue: +8% Changes stats: +6 Str / +8 Dex / +6 Mag / +11 Cun Changes resistances: +14% light / +13% darkness Changes damage: +17% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. | 
|  Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! | 
|  44 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. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  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. | 
|  Alivon (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 2 mind Changes stats: +7 Str / +2 Con Changes resistances: +3% blight / +7% fire / +7% darkness Changes resistances penetration: +15% mind Changes damage: +9% blight Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  This item will automatically be transmogrified when you leave the level. voratun pickaxe of wreckage (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +7 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  Eldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 32.29 cold damage and 47.73 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
|  Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  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. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 768.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
|  Transmogrification 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. | 
|  cleansing voratun torque of gale force [power 395]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 671 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  voratun torque of mindblast [power 375]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 491 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. | 
|  innervating elven-wood totem of healing [power 362]  (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 362 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  This item will automatically be transmogrified when you leave the level. overpowered dragonbone totem of healing [power 842] (21 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 842 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. | 
|  powerful elven-wood totem of summon tentacle [power 280]  (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 724 Base Damage: 344 Armor: 10 All Resist: 23 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  Issukhad the Flashslicer [power 14]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +5 Wil / +2 Mag Changes resistances: +6% light / +12% fire Changes damage: +15% fire Infravision radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 14, power 94 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 346.11 temporal and 284.27 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. | 
|  cleansing elven-wood wand of shielding [power 428]  (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  overpowered yew wand of conjuration [power 410]  (19 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 471 cold damage Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  soothing dragonbone wand of shielding [power 560]  (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 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 83. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  soothing elven-wood wand of lightning storm [power 374]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (430 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Me_Shiny the Ogre Sun Paladin level 26
25th Dusk 123rd year of Ascendancy at 15:42 see stats
 A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Me_Shiny the Ogre Sun Paladin level 30
77th Dusk 123rd year of Ascendancy at 06:45 see stats
 A living one!
			Was teleported into Caldizar's Fortress, far into the void between the stars.
			A living one!
			Was teleported into Caldizar's Fortress, far into the void between the stars.By Me_Shiny the Ogre Sun Paladin level 49
13rd Haze 124th year of Ascendancy at 14:11 see stats
 Arachnophobia
			Destroyed the spydric menace.
			Arachnophobia
			Destroyed the spydric menace.By Me_Shiny the Ogre Sun Paladin level 30
70th Dusk 123rd year of Ascendancy at 14:23 see stats
 Back and there again
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By Me_Shiny the Ogre Sun Paladin level 38
70th Regrowth 124th year of Ascendancy at 22:05 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By Me_Shiny the Ogre Sun Paladin level 29
65th Dusk 123rd year of Ascendancy at 05:43 see stats
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Me_Shiny the Ogre Sun Paladin level 27
59th Dusk 123rd year of Ascendancy at 01:59 see stats
 Can you bear it? So much bearness!
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness!
			Killed Borius in the Bearscape.By Me_Shiny the Ogre Sun Paladin level 36
31st Regrowth 124th year of Ascendancy at 12:02 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Me_Shiny the Ogre Sun Paladin level 12
22nd Dusk 122nd year of Ascendancy at 16:33 see stats
 Destroyer of the creation
			Killed Slasul.
			Destroyer of the creation
			Killed Slasul.By Me_Shiny the Ogre Sun Paladin level 46
43rd Dusk 124th year of Ascendancy at 06:42 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By Me_Shiny the Ogre Sun Paladin level 28
61st Dusk 123rd year of Ascendancy at 04:38 see stats
 Earth Master
			Killed Harkor'Zun.
			Earth Master
			Killed Harkor'Zun.By Me_Shiny the Ogre Sun Paladin level 44
19th Dusk 124th year of Ascendancy at 00:37 see stats
 Evil denied
			Won ToME by preventing the Void portal from opening.
			Evil denied
			Won ToME by preventing the Void portal from opening.By Me_Shiny the Ogre Sun Paladin level 50
80th Haze 124th year of Ascendancy at 11:30 see stats
 Explorer
			Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.
			Explorer
			Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Me_Shiny the Ogre Sun Paladin level 49
13rd Haze 124th year of Ascendancy at 13:56 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Me_Shiny the Ogre Sun Paladin level 18
1st Pyre 123rd year of Ascendancy at 15:00 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Me_Shiny the Ogre Sun Paladin level 21
57th Pyre 123rd year of Ascendancy at 20:01 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By Me_Shiny the Ogre Sun Paladin level 40
41st Pyre 124th year of Ascendancy at 13:16 see stats
 Fear of Fours
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours
			Killed all four bosses of the Slime Tunnels.By Me_Shiny the Ogre Sun Paladin level 48
1st Haze 124th year of Ascendancy at 19:57 see stats
 Flooder
			Defeated Ukllmswwik while doing his own quest.
			Flooder
			Defeated Ukllmswwik while doing his own quest.By Me_Shiny the Ogre Sun Paladin level 46
42nd Dusk 124th year of Ascendancy at 19:09 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Me_Shiny the Ogre Sun Paladin level 19
19th Pyre 123rd year of Ascendancy at 17:47 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Me_Shiny the Ogre Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 23:41 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Me_Shiny the Ogre Sun Paladin level 20
27th Pyre 123rd year of Ascendancy at 20:02 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Me_Shiny the Ogre Sun Paladin level 30
69th Dusk 123rd year of Ascendancy at 08:26 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Me_Shiny the Ogre Sun Paladin level 40
28th Pyre 124th year of Ascendancy at 14:45 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By Me_Shiny the Ogre Sun Paladin level 50
16th Haze 124th year of Ascendancy at 10:41 see stats
 Orcrist
			Killed the leaders of the Orc Pride.
			Orcrist
			Killed the leaders of the Orc Pride.By Me_Shiny the Ogre Sun Paladin level 47
58th Dusk 124th year of Ascendancy at 02:21 see stats
 Overpowered!
			Did over 6000 damage in one attack.
			Overpowered!
			Did over 6000 damage in one attack.By Me_Shiny the Ogre Sun Paladin level 48
5th Haze 124th year of Ascendancy at 02:31 see stats
 Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Me_Shiny the Ogre Sun Paladin level 39
28th Pyre 124th year of Ascendancy at 14:11 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Me_Shiny the Ogre Sun Paladin level 18
2nd Pyre 123rd year of Ascendancy at 03:10 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Me_Shiny the Ogre Sun Paladin level 36
28th Regrowth 124th year of Ascendancy at 09:59 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Me_Shiny the Ogre Sun Paladin level 21
79th Pyre 123rd year of Ascendancy at 22:40 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By Me_Shiny the Ogre Sun Paladin level 28
61st Dusk 123rd year of Ascendancy at 14:25 see stats
 Tactical master
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master
			Fought the two Sorcerers without closing any invocation portals.By Me_Shiny the Ogre Sun Paladin level 50
80th Haze 124th year of Ascendancy at 11:28 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Me_Shiny the Ogre Sun Paladin level 9
7th Flare 122nd year of Ascendancy at 08:55 see stats
 The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Me_Shiny the Ogre Sun Paladin level 30
77th Dusk 123rd year of Ascendancy at 06:45 see stats
 The Sun Still Shines
			Aeryn survived the last battle.
			The Sun Still Shines
			Aeryn survived the last battle.By Me_Shiny the Ogre Sun Paladin level 50
80th Haze 124th year of Ascendancy at 11:30 see stats
 The bigger the better!
			Did over 3000 damage in one attack.
			The bigger the better!
			Did over 3000 damage in one attack.By Me_Shiny the Ogre Sun Paladin level 40
41st Pyre 124th year of Ascendancy at 13:15 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Me_Shiny the Ogre Sun Paladin level 5
79th Pyre 122nd year of Ascendancy at 18:26 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Me_Shiny the Ogre Sun Paladin level 31
24th Haze 123rd year of Ascendancy at 14:14 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Me_Shiny the Ogre Sun Paladin level 28
60th Dusk 123rd year of Ascendancy at 21:57 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Me_Shiny the Ogre Sun Paladin level 20
38th Pyre 123rd year of Ascendancy at 05:07 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Me_Shiny the Ogre Sun Paladin level 25
21st Dusk 123rd year of Ascendancy at 14:26 see stats
 Well trained
			Deal one million damage to training dummies in a single training session.
			Well trained
			Deal one million damage to training dummies in a single training session.By Me_Shiny the Ogre Sun Paladin level 45
24th Dusk 124th year of Ascendancy at 15:07 see stats
Log
You pickup 0.60 gold pieces.
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Frozen Shroud
You can read all your collected lore in the game menu, by pressing Escape.
You pickup 0.60 gold pieces.
Talent Dig is ready to use.
Me_Shiny picks up (E.): imbued dragonbone magestaff (30-36 power, 6 apr, lightning element).
Me_Shiny picks up (1.): voratun plate armour of command (11 def, 25 armour).
Me_Shiny picks up (F.): imbued dragonbone vilestaff (30-36 power, 6 apr, fire element).
Me_Shiny picks up (r.): mule's voratun ring of sensing.
Ran for 5 turns (stop reason: learnt lore).
Me_Shiny picks up (r.): conjurer's voratun ring of pilfering.
Me_Shiny picks up (Q.): battlemaster's elven-silk cloak of protection (3 def, 0 armour).
Me_Shiny picks up (A.): warbringer's voratun dagger of phasing (36-47 power, 30 apr).
Me_Shiny picks up (H.): balanced voratun mace of enduring (45-62 power, 6 apr).
Me_Shiny picks up (I.): living mindstar of sand (16-17 power, 40 apr, nature damage).
Me_Shiny picks up (Z.): invigorating pair of voratun boots of tirelessness (0 def, 5 armour).
Me_Shiny picks up (6.): mindcaging voratun helm of precognition (9 def, 5 armour).
Me_Shiny picks up (V.): ancient elven-silk robe of alchemy (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Me_Shiny picks up (J.): Awakened Staff of Absorption (60-72 power, 60 apr, lightning element).
















































