Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 | 
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Halfling | 
| Class | Brawler | 
| Level / Exp | 28 / 38% | 
| Size | small | 
| Lifes / Deaths | Killed by shadow at level 12 on the 37th Dusk 122nd year of Ascendancy at 00:430 / 7 Killed by shadow at level 12 on the 38th Dusk 122nd year of Ascendancy at 14:12 Killed by elven corruptor at level 15 on the 53rd Dusk 122nd year of Ascendancy at 12:15 Killed by luminous horror at level 18 on the 33rd Haze 122nd year of Ascendancy at 22:04 Killed by Qwara the Bringer of Doom at level 21 on the 5th Decay 122nd year of Ascendancy at 09:12 Killed by Mayasera the minotaur at level 24 on the 55th Regrowth 123rd year of Ascendancy at 20:37 Killed by venom drake at level 28 on the 69th Regrowth 123rd year of Ascendancy at 04:24 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 39 (base 17) | 
| Dexterity | 65 (base 60) | 
| Constitution | 35 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 22 (base 10) | 
| Cunning | 67 (base 53) | 
Resources
| Life | -17/861 | 
| Stamina | 219/236 | 
| Equilibrium | 32 | 
| Healing Factor | 1.11 | 
| Regeneration | 1.0545 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +2.50017068842% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 4 | 
Offense: Barehand
| Damage | 88 | 
| Accuracy | 61 | 
| Crit Chance | 42% | 
| APR | 3 | 
| Speed | 0.60 | 
Offense: Spell
| Spellpower | 6.5 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32.6 | 
| Crit Chance | 34% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 20 (46.071428571429%) | 
| Defense | 51.228505664015 | 
| Ranged Defense | 51.228505664015 | 
| Fatigue | 8.1815732758621 | 
| Physical Save | 39.8875 | 
| Spell Save | 23.5375 | 
| Mental Save | 40.008333333333 | 
Defense: Resistances
| All | + 7%( 70%) | 
Defense: Immunities
| Stun Resistance | 26% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -403 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 706% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. | 
Class Talents
| Technique / Pugilism | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Technique / Combat techniques | 1.10 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Cunning / Tactical | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.10 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Field control | 1.00 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Unarmed training | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Antimagic Shield | 
| talent | Striking Stance | 
| beneficial effect | Has a 18% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (1.5 throws remaining)Grappling Defensively | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns).Infusion Saturation | 
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining)Counter Attacking | 
| beneficial effect | You gain 8% resistance against acid.Resolve | 
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3.Militant Mind | 
| beneficial effect | The target has 50% chance to evade melee attacks and gains 22 defense.Evasion | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff In its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active | 
| 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. | active | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Dexterity by +2. | done | 
| You failed to protect the lone alchemist from death by skeleton archer.Escort: lone alchemist (level 5 of Dreadfell) | failed | 
| You failed to protect the lone alchemist from death by grave wight.Escort: lone alchemist (level 7 of Dreadfell) | failed | 
| You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost anorithil (level 1 of Ruins of Kor'Pul) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara.Escort: lost anorithil (level 2 of Daikara) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost warrior (level 2 of Ruins of Kor'Pul) As a reward you improved Strength by +2. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell.Escort: temporal explorer (level 2 of Dreadfell) As a reward you improved Cunning by +2. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest.Escort: worried loremaster (level 3 of Old Forest) As a reward you improved talent Disarm (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul 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: 8. | 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. You have been shown a secret entrance to his stronghold. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of fire wyrm saliva. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | 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 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 | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
| On hands | Shadespawn (0 def, 2 armour)Shadespawn (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Damage when hit (Melee): 12 darkness Changes resistances: +9% darkness Critical mult.: +7.00% Spell crit. chance: +13% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 20.5 - 22.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 20% chance to inflict damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head | Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
| Tool | iron pickaxe 'Shadeblight' (dig speed 28 turns)iron pickaxe 'Shadeblight' (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers | Inertial TwineInertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
| On fingers | NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 20 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
| Around neck | grounding gold amulet of strength (+4)grounding gold amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +21% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. | 
| Main armor | Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
| Light source | alchemist's lamp of healthalchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +43.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| Cloak | linen cloak 'Broduradan' (7 def, 0 armour)linen cloak 'Broduradan' (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes resistances: +6% temporal Reduces incoming crit damage: 15.00% Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist | cleansing rough leather belt of lifecleansing rough leather belt of life Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. | 
Inventory
| healing infusion of the sneak (heal 183)healing infusion of the sneak (heal 183) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.regeneration infusion of the sneak (heal 358 over 5 turns) regeneration infusion of the sneak (heal 358 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the duelist (resist 22%; cure mental)wild infusion of the duelist (resist 22%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the psychic (resist 12%; cure mental, magical)wild infusion of the psychic (resist 12%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 12% for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the titan (resist 24%; cure mental)wild infusion of the titan (resist 24%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the warrior (resist 14%; cure mental)wild infusion of the warrior (resist 14%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
| Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
| cleansing copper amuletcleansing copper amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% nature / +10% blight Poison immunity: +22% Disease immunity: +22% Amulets can have magical properties. | 
| gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. | 
| gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. | 
| gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. | 
| gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. | 
| gold amulet of dexterity (+4)gold amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Amulets can have magical properties. | 
| restful stralite amulet of constitution (+6)restful stralite amulet of constitution (+6) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +6 Con Life regen: +3.00 Amulets can have magical properties. | 
| stabilizing gold amuletstabilizing gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. | 
| steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. | 
| stralite amulet of willpower (+4)stralite amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Amulets can have magical properties. | 
| warrior's steel amulet of willpower (+3)warrior's steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. | 
| Ring of the ArchlichRing of the Archlich Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
| Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| Velildaba the stralite ringVelildaba the stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 Ranged Defense: +4 Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances: +9% nature Disarm immunity: +0% Pinning immunity: +32% Knockback immunity: +25% Maximum life: +34.00 Rings can have magical properties. | 
| copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. | 
| gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. | 
| gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. | 
| gold ring 'Shockbreacher'gold ring 'Shockbreacher' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +5 Con Changes resistances: +5% arcane Changes damage: +6% lightning Physical save: +10 Rings can have magical properties. | 
| gold ring of perseverancegold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +2.10 Rings can have magical properties. | 
| mule's gold ring of sensingmule's gold ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Blindness immunity: +26% Infravision radius: +4 See stealth: +7 See invisible: +9 Rings can have magical properties. | 
| mule's steel ring of sensingmule's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +25 Blindness immunity: +28% Infravision radius: +4 See stealth: +10 See invisible: +7 Rings can have magical properties. | 
| psionicist's stralite ring of fire (+28%)psionicist's stralite ring of fire (+28%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +28% fire Changes damage: +14% fire Mental save: +12 Rings can have magical properties. | 
| rogue's steel ring of powerrogue's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Defense: +4 Changes stats: +2 Cun Spellpower: +5 Mindpower: +7 Rings can have magical properties. | 
| savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +6 Rings can have magical properties. | 
| savior's copper ring of sensingsavior's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +6 Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. | 
| savior's gold ring of the mountain (+12%)savior's gold ring of the mountain (+12%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Physical save: +6 Spell save: +9 Mental save: +6 Rings can have magical properties. | 
| steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| steel ring of blight (+10%)steel ring of blight (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. | 
| steel ring of corrosion (+20%)steel ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. | 
| warrior's steel ringwarrior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. | 
| warrior's steel ringwarrior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. | 
| warrior's steel ring of tenacitywarrior's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +30.00 Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.flaming stralite battleaxe of massacre (55.5-83.25 power, 3 apr) flaming stralite battleaxe of massacre (55.5-83.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.stralite greatmaul (58-87 power, 3 apr) stralite greatmaul (58-87 power, 3 apr) Requires: - Strength 35 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. | 
| This item will automatically be transmogrified when you leave the level.stralite greatmaul (53.5-80.25 power, 3 apr) stralite greatmaul (53.5-80.25 power, 3 apr) Requires: - Strength 35 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. | 
| This item will automatically be transmogrified when you leave the level.hateful stralite greatsword of massacre (68-108.8 power, 3 apr) hateful stralite greatsword of massacre (68-108.8 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +10% Living Massive two-handed swords. | 
| This item will automatically be transmogrified when you leave the level.stralite greatsword (49.5-79.2 power, 3 apr) stralite greatsword (49.5-79.2 power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. | 
| Staff of AbsorptionStaff of Absorption Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 Spellpower: +20 Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. 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. | 
| This item will automatically be transmogrified when you leave the level.elven-wood magestaff (25-30 power, 5 apr, arcane element) elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.elven-wood vilestaff (25-30 power, 5 apr, fire element) elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.potent elven-wood magestaff (31-37.2 power, 5 apr, lightning element) potent elven-wood magestaff (31-37.2 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% lightning Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.yew magestaff (20-24 power, 4 apr, arcane element) yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.arcing stralite waraxe (34.5-48.3 power, 5 apr) arcing stralite waraxe (34.5-48.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.insidious stralite waraxe (31.5-44.1 power, 5 apr) insidious stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +38 insidious poison One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.stralite waraxe (31-43.4 power, 5 apr) stralite waraxe (31-43.4 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% One-handed war axes. | 
| cleansing hardened leather belt of dampeningcleansing hardened leather belt of dampening Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +16% acid / +8% blight / +7% fire / +8% lightning / +7% cold A belt that goes around your waist. | 
| regal cashmere cloak (2 def, 0 armour)regal cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil Mental save: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| resilient cashmere cloak of Iron Throne (2 def, 0 armour)resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Str / +1 Con Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| resilient cashmere cloak of Iron Throne (2 def, 0 armour)resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Str / +3 Con Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| resilient linen cloak of Eldoral (1 def, 0 armour)resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +1 Dex Maximum life: +30.00 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.The Calm (15 def, 0 armour) The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. | 
| focusing woollen robe of frost (+18%) (0 def, 0 armour)focusing woollen robe of frost (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes resistances: +18% cold Changes damage: +12% cold Mana each turn: +0.10 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| miner's pair of rough leather boots of tirelessness (0 def, 6 armour)miner's pair of rough leather boots of tirelessness (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. | 
| Polelralenn the Kindleraze (0 def, 2 armour)Polelralenn the Kindleraze (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 acid Changes resistances: +7% acid Changes damage: +6% acid / +6% light Mental save: +3 Confusion immunity: +20% Light radius: +1 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 3). Burst (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm. | 
| cinder rough leather gloves of strength (+3) (0 def, 1 armour)cinder rough leather gloves of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Damage (Melee): 6 fire Changes stats: +3 Str Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| naturalist's dwarven-steel gauntlets of war-making (0 def, 2 armour)naturalist's dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Damage (Melee): 6 nature Changes resistances: +6% nature Changes damage: +5% nature Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Burst (radius 2) on crit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. | 
| scouring hardened leather gloves of regeneration (0 def, 2 armour)scouring hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 20% chance to reduce powers by 20% * 15 arcane resource burn Spell save: +12 Life regen: +2.70 Stamina each turn: +0.40 Psi each turn: +0.19 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 18% chance to reduce powers by 20% * 20 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Aletta's Diadem (0 def, 0 armour)Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 82.83 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (26% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? | 
| This item will automatically be transmogrified when you leave the level.cashmere wizard hat of madness (2 def, 0 armour) cashmere wizard hat of madness (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun / +4 Wil Mental save: +15 Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 106 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +15% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| hardened leather cap of dexterity (+4) (0 def, 3 armour)hardened leather cap of dexterity (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex A cap made of leather. | 
| This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of implacability (4 def, 29 armour) impenetrable stralite mail armour of implacability (4 def, 29 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +29 Defense: +4 Fatigue: +10% Physical save: +6 A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.rejuvenating stralite mail armour (4 def, 8 armour) rejuvenating stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Life regen: +4.30 Stamina each turn: +0.50 A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of resilience (4 def, 7 armour) rejuvenating reinforced leather armour of resilience (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +4.10 Stamina each turn: +1.20 Maximum life: +30.00 A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.spiked reinforced leather armour of acid resistance (4 def, 7 armour) spiked reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +20% acid A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.Blackfire Aegis (8 def, 18 armour, 235 block) Blackfire Aegis (8 def, 18 armour, 235 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 Ranged Defense: +12 Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 This rugged stone shield flickers with bursts of pitch black flame. | 
| 4 agate4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. | 
| 54 alchemist agate54 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| 11 onyx11 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. | 
| 9 aquamarine9 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 Gems can be sold for money or used in arcane rituals. | 
| 7 lapis lazuli7 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. | 
| 11 opal11 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. | 
| 9 topaz9 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. | 
| 6 emerald6 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. | 
| jadejade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. | 
| Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| 10 garnet10 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. | 
| rubyruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. | 
| Rod of Recall (1/1)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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| Transmogrification ChestTransmogrification 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), costing 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. | 
| Gilendur the steel torque of charged psionic shield [power 43]  (20 cooldown)Gilendur the steel torque of charged psionic shield [power 43]  (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +3% mind Heals friendly targets nearby when you use a nature summon: +20 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| dwarven-steel torque of clear mind [power 3]  (10 cooldown)dwarven-steel torque of clear mind [power 3]  (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| dwarven-steel torque of mindblast [power 165]  (6 cooldown)dwarven-steel torque of mindblast [power 165]  (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 82-165), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| Poryvea the yew totem of cure ailments [power 3]  (10 cooldown)Poryvea the yew totem of cure ailments [power 3]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes damage: +18% blight / +6% acid It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| This item will automatically be transmogrified when you leave the level.elven-wood totem of cure ailments [power 3]  (10 cooldown) elven-wood totem of cure ailments [power 3] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| elven-wood totem of cure ailments [power 3]  (10 cooldown)elven-wood totem of cure ailments [power 3]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| elven-wood totem of thorny skin [power 59]  (20 cooldown)elven-wood totem of thorny skin [power 59]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| natural yew totem of thorny skin [power 41]  (20 cooldown)natural yew totem of thorny skin [power 41]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. | 
| yew totem of healing [power 137]  (20 cooldown)yew totem of healing [power 137]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 137, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| 3 amethyst3 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. | 
| ash wand of clairvoyance [power 10]  (6 cooldown)ash wand of clairvoyance [power 10]  (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| This item will automatically be transmogrified when you leave the level.elven-wood wand of clairvoyance [power 13]  (6 cooldown) elven-wood wand of clairvoyance [power 13] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| 9 quartz9 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. | 
| amberamber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. | 
| 3 ametrine3 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. | 
| 3 citrine3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. | 
| 5 zircon5 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. | 
Achievements
 A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Dobrobdoc the Halfling Brawler level 18
36th Haze 122nd year of Ascendancy at 14:51 see stats
 Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By Dobrobdoc the Halfling Brawler level 19
46th Haze 122nd year of Ascendancy at 21:10 see stats
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Dobrobdoc the Halfling Brawler level 20
64th Haze 122nd year of Ascendancy at 14:53 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Dobrobdoc the Halfling Brawler level 9
6th Flare 122nd year of Ascendancy at 13:51 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Dobrobdoc the Halfling Brawler level 19
51st Haze 122nd year of Ascendancy at 15:36 see stats
 Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dobrobdoc the Halfling Brawler level 18
36th Haze 122nd year of Ascendancy at 11:26 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Dobrobdoc the Halfling Brawler level 10
7th Dusk 122nd year of Ascendancy at 07:55 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Dobrobdoc the Halfling Brawler level 20
54th Haze 122nd year of Ascendancy at 17:03 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Dobrobdoc the Halfling Brawler level 15
78th Dusk 122nd year of Ascendancy at 12:35 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Dobrobdoc the Halfling Brawler level 21
25th Regrowth 123rd year of Ascendancy at 00:57 see stats
 Tales of the Spellblaze (Nightmare (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Nightmare (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Dobrobdoc the Halfling Brawler level 18
36th Haze 122nd year of Ascendancy at 14:51 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Dobrobdoc the Halfling Brawler level 8
10th Mirth 122nd year of Ascendancy at 20:49 see stats
 The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Dobrobdoc the Halfling Brawler level 18
36th Haze 122nd year of Ascendancy at 14:51 see stats
 The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dobrobdoc the Halfling Brawler level 20
64th Haze 122nd year of Ascendancy at 22:04 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Dobrobdoc the Halfling Brawler level 11
11st Dusk 122nd year of Ascendancy at 05:55 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Dobrobdoc the Halfling Brawler level 20
63rd Haze 122nd year of Ascendancy at 13:10 see stats
 Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Dobrobdoc the Halfling Brawler level 27
67th Regrowth 123rd year of Ascendancy at 20:32 see stats
Log
Dobrobdoc is cured!
Dobrobdoc attunes to the wild.
Talent Haymaker is ready to use.
Talent Spinning Backhand is ready to use.
Dobrobdoc is no longer evading attacks.
Resting starts...
Talent Uppercut is ready to use.
Talent Flurry of Fists is ready to use.
Dobrobdoc is moving less freely.
Rested for 5 turns (stop reason: hostile spotted to the north (venom drake hatchling)).
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Dobrobdoc is no longer one with nature.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Talent Infusion: Regeneration is ready to use.
Dobrobdoc is no longer attuned.
Talent Axe Kick is ready to use.
Venom drake spits acid!
Dobrobdoc attunes to the damage.
Dobrobdoc is invigorated by the attack!
Venom drake hits Dobrobdoc for (21 antimagic), (12 resist armour), 110 acid (110 total damage).
Venom drake hits Venom drake hatchling for 0 acid damage.
Venom drake breathes acid!
Dobrobdoc tries to evade attacks.
Saving game...
