













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 | 
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Ashes of Urh'Rok 1.5.0Official 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:
 Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Crystalist 1.5.6 Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Harbinger 1.5.5 Convenient Digging 1.5.5 Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists:  One new talent tree : Shrapnel  In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists,  1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0:  0.9.10: 0.7.1  0.7.0 -  Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power :  Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Spell Merchants 1.0.1 The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Prodigy Tweaks 1.5.5 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events. 
 Details: Expanded Details: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set.  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Sholtar | 
| Class | Ruined | 
| Level / Exp | 34 / 8% | 
| Size | huge | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 138.1192717388 (base 60) | 
| Dexterity | 98.238543477592 (base 60) | 
| Constitution | 94.238543477592 (base 60) | 
| Magic | 103.1192717388 (base 60) | 
| Willpower | 137.23854347759 (base 60) | 
| Cunning | 110.23854347759 (base 60) | 
Resources
| Mana | 1366/1366 | 
| Psi | 1081/1081 | 
| Steam | 257/257 | 
| Life | 9438/9438 | 
| Positive | 644/644 | 
| Paradox | 300 | 
| Hate | 100/100 | 
| Healing Factor | 1.8381960025719 | 
| Regeneration | 127.66271237862 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +207% | 
| Spell | +200% | 
| Global | +343.49442379182% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 10 | 
| See Stealth | 107.20610337362 | 
| See Invisible | 135.44464685122 | 
Offense: Mainhand
| Damage | 168 | 
| Accuracy | 87 | 
| Crit Chance | 50% | 
| APR | 122 | 
| Speed | 0.33 | 
Offense: Spell
| Spellpower | 107 | 
| Crit Chance | 40% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 64.35 | 
Offense: Mind
| Mindpower | 121 | 
| Crit Chance | 36% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +66% | 
| Blight | +84% | 
| Arcane | +115% | 
| Mind | +74% | 
| All | 0% | 
| Physical | +80% | 
| Lightning | +127% | 
| Light | +66% | 
| Temporal | +66% | 
| Cold | +118% | 
| Darkness | +69% | 
| Fire | +138% | 
| Nature | +66% | 
Offense: Damage Penetration
| Acid | +76% | 
| Blight | +66% | 
| Arcane | +66% | 
| Mind | +66% | 
| Physical | +66% | 
| Lightning | +66% | 
| Light | +66% | 
| Temporal | +66% | 
| Cold | +66% | 
| Darkness | +66% | 
| Fire | +66% | 
| Nature | +66% | 
Defense: Base
| Armour (hardiness) | 122.48701545667 (100%) | 
| Defense | 116 | 
| Ranged Defense | 118 | 
| Fatigue | 0 | 
| Physical Save | 145 | 
| Spell Save | 145 | 
| Mental Save | 145 | 
Defense: Resistances
| Acid | +100%(100%) | 
| Blight | +100%(100%) | 
| Arcane | +100%(100%) | 
| Mind | +100%(100%) | 
| All | +192%(100%) | 
| Physical | +100%(100%) | 
| Lightning | +100%(100%) | 
| Light | +100%(100%) | 
| Temporal | +100%(100%) | 
| Cold | +100%(100%) | 
| Darkness | +100%(100%) | 
| Fire | +100%(100%) | 
| Nature | +100%(100%) | 
Defense: Immunities
| Teleport Resistance | 50% | 
| Stun Resistance | 91% | 
| Pinning Resistance | 100% | 
| Confusion Resistance | 87% | 
| Fear Resistance | 91% | 
| Knockback Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 10% | 
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Dexterity stat.  | 
Class Talents
| Cursed / Pain | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Destruction | 5.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Solipsism | 7.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Loss | 3.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Thought-Forms | 5.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Fears | 1.70 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Psychic Assault | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Crescendo | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Suffering | 6.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Cataclysm | 16.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Air | 12.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Dream Smith | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Discharge | 4.60 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Slumber | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Distortion | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Nightmare | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Cunning / Survival | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Chronomancy / Chronomancy | 6.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Scoundrel | 9.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Cursed aura | 15.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Race / Sholtar | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Hollow | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Physics | 6.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Light | 4.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Mentalism | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Cursed form | 10.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Stone alchemy | 0.90 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Chemistry | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Dark sustenance | 11.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Dream Forge | 5.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Feedback | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Dreaming | 1.80 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Thunderstorm | 
| talent | Forge Shield | 
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 13.1)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +39% critical damage, +32% off-hand weapon damage Power 2+: -1 Luck, +25 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 6.8% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1.  | 
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+78% global speed). Clarity | 
| beneficial effect | Increases defense by 28. Mobile Defense | 
| beneficial effect | The target's spellpower has been increased by 21. Spellsurge | 
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 13.1): 7%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 4% when tested. Power 1+: Removed from Reality: +14 Physical Resistance, +10 Maximum Physical Resistance Power 2+: -1 Luck, +25 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 28 air and an additional 9 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 7%) of triggering a radius 23 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time.  | 
| detrimental effect | The target has been splashed with acid, taking 23.70 acid damage per turn, reducing armour by 34 and attack by 30. Acid Splash | 
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 13.1)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +28% damage against the undead. Power 2+: -1 Luck, +13 Strength, +13 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 14. Power 4+: Reprieve from Death: Humanoids you slay have a 58% chance to rise to fight beside you as ghouls for 6 turns.  | 
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+56% resist all). Shroud of Passing | 
| detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome | 
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 12.1)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +24 Defense, +12 Ranged Defense Power 2+: -1 Luck, +23 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+66% chance to avoid traps). Power 4+: Unfortunate End: There is a 48% chance that the damage you deal will increase by 43% if the increase would be enough to kill your opponent.  | 
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+56% resist all). Shroud of Death | 
| beneficial effect | Spellpower is increased by 95. Cadence of PowersMindpower is increased by 87. Critical strike damage is increased by 95%. Critical strike chance is increased by 0%. All damage dealt is increased by 0%.  | 
| detrimental effect | The target is on fire, taking 14.51 fire damage per turn. Burning | 
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 12.1)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 3%) for 4 turns. Power 1+: Nightwalker: +48 Darkness Resistance, +18% Max Darkness Resistance, +26 See Invisible Power 2+: -1 Luck, +23 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 56% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 56% for 3 turns.  | 
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you.  | done | 
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2.  | done | 
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 4 of Old Forest) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80).  | done | 
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done | 
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +1.  | 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 gained talent category Chronomancy / Chronomancy (at mastery 0.80).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | active | 
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured.  | active | 
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | 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 FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the hall of reflections. * 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: 470.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | 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 |  Wanderer's Rest (Madness) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Madness It can be used to activate talent Telekinetic Leap (costing 10 power out of 20/20) : Effective talent level: 5.1 Power cost: 10 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
| Quiver |  Mulathakor the Carrionfoe (Shrouds) (23/23, 42-50.4 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 42.0 - 50.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon hit: * Slows global speed by 20% Damage (Ranged): +15 temporal / +19 nature Burst (radius 2) on crit: +16 nature Curse of Shrouds Shots are used with slings to pummel your foes to death.  | 
| Light source |  Belirehell (Misfortune)Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +1 Mag / +4 Wil / +3 Con Changes damage: +8% mind Reduces incoming crit damage: 10.00% Physical save: +13 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +22 (+3 eff.) Light radius: +3 Infravision radius: +2 See stealth: +13 See invisible: +9 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Decayed Visage (Corpses) (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +13 Wil / +9 Mag Changes resistances: +6% blight Changes damage: +18% blight / +19% arcane Spell save: +20 (+0 eff.) Maximum vim: +25.00 Spell crit. chance: +5% Damage Shield penetration: +30% Curse of Corpses It can be used to activate talent Vimsense (costing 13 power out of 45/45) : Effective talent level: 3.0 Power cost: 13 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 44%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.  | 
| Tool |  iron pickaxe of predation (Shrouds) (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Con Changes resistances: +12% darkness / +3% mind Physical save: +12 (+0 eff.) Life regen: +1.00 Maximum life: +43.00 Movement speed: +12% Healing mod.: +16% Can be unequipped or rerolled. Activating this item is instant. Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
| On fingers |  Voralema the Flashsquall (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Dex / +6 Mag / +5 Wil / +6 Cun Changes resistances: +6% lightning / +26% fire / +5% arcane Changes damage: +9% lightning / +13% fire Spellpower: +5 (+0 eff.) Curse of Misfortune Rings can have magical properties.  | 
| Around waist |  hardened leather belt 'Kilnspar' (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Changes resistances: +21% fire Changes damage: +3% darkness Critical mult.: +11.00% Spell save: +10 (+0 eff.) Maximum life: +39.00 Size category: +1 Curse of Corpses A belt that goes around your waist.  | 
| In main hand |  Porinor (Corpses) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +12% acid Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Spell save: +10 (+0 eff.) Blindness immunity: +10% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Snow Giant Wraps (Nightmares) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold Curse of Nightmares It can be used to activate talent Throw Boulder (costing 3 power out of 6/6) : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 356.08 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.  | 
| Main armor |  silk robe 'Sunbone' (Nightmares) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +12 Str / +12 Mag / +15 Wil / +1 Cun Changes resistances: +16% lightning / +21% fire / +6% light / +14% cold Changes damage: +22% lightning / +14% fire / +22% cold / +14% physical Mindpower: +6 (+1 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Hellusher (Madness) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Cun / +4 Wil Changes resistances: +12% nature / +12% blight Changes resistances penetration: +10% acid Changes damage: +15% fire Life regen: +1.70 Maximum life: +36.00 Mental crit. chance: +6% Healing mod.: +20% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  steel amulet 'Ximita' (Madness)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +8 Wil / +4 Cun / +4 Con Teleport immunity: +50% Life regen: +0.50 Stamina each turn: +0.50 Light radius: +3 See invisible: +6 Movement speed: +10% Curse of Madness It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 8 turns. Amulets can have magical properties.  | 
Inventory
 healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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.movement infusion of the duelist (790% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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.  | 
 This item will automatically be transmogrified when you leave the level.sun infusion of the psychic (rad 7; power 76; turns 3; dispels darkness) 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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 76) for 3 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.  | 
 This item will automatically be transmogrified when you leave the level.Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."  | 
 This item will automatically be transmogrified when you leave the level.schematic: Silver Filigree Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage against: +7% Undead / +7% Demon / +7% Horror Tinkers can be attached to normal items to improve them with steam power! In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage against: +7% Undead / +7% Demon / +7% Horror Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 This item will automatically be transmogrified when you leave the level.voratun amulet 'Prismwing' (Misfortune) Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 12% chance to inflict 15% damage reduction Damage when hit (Melee): 4 light / 4 temporal Changes stats: +3 Mag Changes resistances: +9% light Changes damage: +8% temporal / +29% light / +15% blight / +9% fire / +18% darkness / +8% physical Critical mult.: +19.00% Spellpower: +21 (+3 eff.) Spell crit. chance: +5% Curse of Misfortune Amulets can have magical properties.  | 
 steel ring of the mind (+10%) (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Curse of Nightmares Rings can have magical properties.  | 
 Shantiz the Stormblade (Nightmares) (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Talent masteries: +0.10 Wild-gift / Thunder +0.10 Wild-gift / Supercell Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm.  | 
 This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of phasing (Misfortune) (17-22.1 power, 14 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +4 (+1 eff.) Disarm immunity: +25% Curse of Misfortune Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of massacre (Madness) (22.5-29.25 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Madness Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.flaming dwarven-steel dagger of massacre (Madness) (23.5-30.55 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Curse of Madness Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.iron dagger of ruin (Nightmares) (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Critical mult.: +10.00% Curse of Nightmares Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun dagger 'Politta' (Misfortune) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +16 light / +12 acid Burst (radius 1) on hit: +8 acid Damage against: +20% Undead When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +20% acid Changes damage: +11% physical Stamina when hit: +2.00 Infravision radius: +3 Curse of Misfortune Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun dagger of massacre (Madness) (45.5-59.15 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 45.5 - 59.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Curse of Madness Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun dagger of massacre (Nightmares) (49-63.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Seardream the voratun greatmaul (Madness) (85-127.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.0 - 127.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning / +24 light Burst (radius 1) on hit: +12 fire Damage against: +38% Undead When wielded/worn: Changes resistances: +3% darkness / +9% fire Curse of Madness Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.acidic steel greatsword of paradox (Misfortune) (26.5-42.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +13 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +10% temporal Curse of Misfortune Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.acidic stralite greatsword of massacre (Corpses) (63.5-101.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Curse of Corpses Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.balanced voratun greatsword (Madness) (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +14 (+3 eff.) Disarm immunity: +49% Curse of Madness Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.flaming voratun greatsword (Nightmares) (59-94.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +24 fire Curse of Nightmares Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.voratun greatsword of vileness (Shrouds) (64-102.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to disease Damage (Melee): +26 blight Curse of Shrouds Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.mighty ash longbow of power (Shrouds) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +18% physical Changes damage: +18% physical Curse of Shrouds Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.Togrim (Corpses) (43.5-60.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom * Random elemental explosion Damage (Melee): +17 mind When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +12 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +5 Wil Changes resistances: +9% acid Changes resistances penetration: +13% acid / +12% physical / +15% temporal / +17% fire / +15% cold / +15% lightning Changes damage: +15% temporal Curse of Corpses Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.arcing stralite longsword of paradox (Shrouds) (31-43.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +13 temporal When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +6% temporal Curse of Shrouds Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun longsword of massacre (Misfortune) (52-72.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Misfortune Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.stralite mace (Corpses) (37-51.8 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Curse of Corpses Blunt and deadly.  | 
 Bloomsoul (Shrouds) (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Bloom Heal (costing 30 power out of 60/60) : Effective talent level: 1.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 76 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.  | 
 Eye of Summer (Nightmares) (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Talent mastery: +0.10 Wild-gift / Blaze Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a bright warm light, but seems somehow incomplete.  | 
 Psionic Fury (Shrouds) (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Talent mastery: +0.20 Psionic / Crystalline attacks Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Shrouds It can be used to release a wave of psionic power, dealing 516.83 mind damage (based on Willpower) to all within radius 5, costing 20 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape.  | 
 This item will automatically be transmogrified when you leave the level.living mindstar 'Xerayana' (Corpses) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% blight Changes damage: +10% acid / +7% nature / +22% mind Disease immunity: +25% Equilibrium when hit: +2.00 Spellpower: +6 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +11% Damage Shield penetration: +50% Curse of Corpses 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.  | 
 mossy mindstar (Madness) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness 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.  | 
 mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.nature's thorny mindstar of life (Misfortune) (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +5% nature Disease immunity: +16% Life regen: +1.00 Maximum life: +25.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune 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.  | 
 pulsing mindstar 'Dradunador' (Misfortune) (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. This natural lightning should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning / 12 arcane Changes stats: +2 Str / +1 Dex / +3 Mag / +4 Wil / +3 Cun / +2 Con Changes resistances: +10% lightning Changes resistances penetration: +8% lightning Changes damage: +8% lightning / +3% arcane Life regen: +1.00 Maximum life: +10.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +12% Curse of Misfortune 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.  | 
 Kor's Fall (Madness) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 160% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Madness It can be used to activate talent Bone Spear (costing 3 power out of 6/6) : Effective talent level: 4.5 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 449.37 physical damage to all targets in line, and inflicting bleeding for another 224.69 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.  | 
 This item will automatically be transmogrified when you leave the level.cruel yew starstaff of might (Misfortune) (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +10% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art.  | 
 elm starstaff (Shrouds) (10-12 power, 2 apr, light element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art.  | 
 shimmering elm magestaff (Nightmares) (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +35.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.mighty dwarven-steel steamgun of power (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Str Changes resistances penetration: +13% physical Changes damage: +13% physical Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.overgrown stralite steamgun (Shrouds) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Life regen: +1.60 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.stralite steamgun of cunning (+6) (Nightmares) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +19% physical Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers.  | 
 enveloping cashmere cloak of Eldoral (Corpses) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+0 eff.) Curse of Corpses 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.regal cashmere cloak of protection (Misfortune) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Spell save: +8 (+0 eff.) Mental save: +17 (+2 eff.) Curse of Misfortune 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.thick cashmere cloak (Madness) (2 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes resistances: +22% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Polewe the Flashterror (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +7% lightning / +14% physical / +7% darkness / +13% acid / +7% blight / +18% fire / +19% cold / +7% light Changes resistances penetration: +10% lightning Changes damage: +8% acid / +7% physical / +7% cold / +12% arcane / +7% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+0 eff.) Spell save: +22 (+0 eff.) Mental save: +33 (+4 eff.) Psi when hit: +0.08 Maximum mana: +44.00 Mindpower: +4 (+1 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 The Calm (Misfortune) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) 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. Curse of Misfortune 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.  | 
 This item will automatically be transmogrified when you leave the level.elven-silk robe of corrosion (+24%) (Nightmares) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +24% acid Changes damage: +16% acid Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.mindwoven silk robe of fire (+19%) (Madness) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% fire Changes damage: +13% fire Mental save: +21 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.stargazer's silk robe (Shrouds) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Cun Changes damage: +9% light / +10% darkness Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.Baragund the pair of drakeskin leather boots (Shrouds) (0 def, 7 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +2 (+0 eff.) Armour: +7 Fatigue: -3% Changes stats: +3 Mag / +4 Wil Changes damage: +6% mind Critical mult.: +6.00% Maximum encumbrance: +47 Physical save: +30 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +11 (+1 eff.) Maximum stamina: +10.00 Curse of Shrouds It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 13 turns. A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of uncanny dodging (Madness) (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Curse of Madness A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.cinder drakeskin leather gloves of dexterity (+4) (Madness) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +3 Damage (Melee): 12 fire Changes stats: +4 Dex Changes resistances: +6% fire Changes damage: +7% fire When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +11 fire Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 rough leather gloves (Corpses) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Emelada the Lightningstun (Misfortune) (6 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 4 blight Changes resistances: +11% lightning / +8% temporal / +13% cold / +4% all Changes resistances penetration: +15% blight Allows you to breathe in: water Physical save: +6 (+0 eff.) Curse of Misfortune A cap made of leather.  | 
 Radhedan (Nightmares) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +26% lightning / +8% temporal Changes resistances penetration: +15% arcane Changes damage: +12% lightning / +3% blight Mana each turn: +0.08 Mindpower: +4 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.insulating hardened leather cap of strength (+5) (Nightmares) (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: +5 Str Changes resistances: +6% fire / +7% cold Curse of Nightmares A cap made of leather.  | 
 linen wizard hat of corrosion (+16%) (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid Changes damage: +11% acid Curse of Corpses A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.voratun helm 'Voreth' (Misfortune) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +6 Wil / +4 Cun Changes resistances: +24% acid / +10% fire / +12% lightning / +14% cold Changes resistances penetration: +20% acid Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Mindpower: +6 (+1 eff.) Curse of Misfortune 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.prismatic stralite mail armour of fire resistance (Misfortune) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +23% fire / +17% light / +18% darkness Curse of Misfortune A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour (Nightmares) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Life regen: +6.20 Stamina each turn: +1.30 Curse of Nightmares A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.voratun mail armour of cold resistance (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +19% cold Curse of Madness A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather armour of acid resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +19% blight / +14% nature / +26% acid Curse of Nightmares A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of spell shielding (Madness) (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +14% light / +18% darkness / +8% arcane Spell save: +23 (+0 eff.) Curse of Madness A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of cold resistance (Madness) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% cold Life regen: +8.00 Stamina each turn: +1.90 Curse of Madness A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.spiked cured leather armour of clarity (Madness) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 13 physical Changes resistances: +7% mind Mental save: +14 (+2 eff.) Curse of Madness A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.acidic dwarven-steel shield (Nightmares) (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 18 acid Talent granted: +3 Block Curse of Nightmares Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.flaming stralite shield of resilience (Shrouds) (10 def, 2 armour, 132 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 15 fire Talent granted: +4 Block Maximum life: +69.00 Curse of Shrouds Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.voratun shield of fire resistance (+28%) (Madness) (12 def, 3 armour, 202.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +28% fire Talent granted: +5 Block Curse of Madness Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.arcing quiver of dragonbone arrows of accuracy (Nightmares) (25/25, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 25 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +17 lightning Curse of Nightmares Arrows are used with bows to pierce your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.quiver of elven-wood arrows 'Scumbright' (Shrouds) (22/22, 41.5-58.1 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Damage (Ranged): +12 cold / +18 light / +4 nature Burst (radius 1) on hit: +27 fire Burst (radius 2) on crit: +20 nature Damage against: +24% Undead Curse of Shrouds Arrows are used with bows to pierce your foes to death.  | 
 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals.  | 
 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 alchemist's lamp of focus (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +8% mind Light radius: +3 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter.  | 
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 25 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1204.85 fire damage (based on Magic), costing 25 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.  | 
 Rod of Recall (3/3)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, costing 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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.  | 
 This item will automatically be transmogrified when you leave the level.insidious pouch of dwarven-steel shots of accuracy (Shrouds) (22/22, 28.5-34.2 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 28.5 - 34.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Damage (Ranged): +39 insidious poison Curse of Shrouds Shots are used with slings to pummel your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.pouch of stralite shots of annihilation (Shrouds) (21/23, 51-61.2 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.0 - 61.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +9.5% Capacity: 23 Travel speed: +200% Curse of Shrouds Shots are used with slings to pummel your foes to death.  | 
 hateful iron torque of charged psionic shield (Nightmares) [power 23]  (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Curse of Nightmares It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers.  | 
 This item will automatically be transmogrified when you leave the level.Sparkclash (Nightmares) [power 88] (10 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Maximum wards: +5 acid / +3 nature / +4 light Changes resistances penetration: +10% darkness Changes damage: +15% light / +6% darkness Talent cooldown: Rushing Claws (-1 turn) Talents granted: +4 Rushing Claws +1 Ward Curse of Nightmares It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power.  | 
 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 31 alchemist citrine (Shrouds)0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Curse of Shrouds Gems can be sold for money or used in arcane rituals.  | 
 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 2 citrine0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals.  | 
 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By LilithBrood the Sholtar Ruined level 33
3rd Summertide 122nd year of Ascendancy at 21:41 see stats
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By LilithBrood the Sholtar Ruined level 30
1st Summertide 122nd year of Ascendancy at 23:43 see stats
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By LilithBrood the Sholtar Ruined level 9
2nd Mirth 122nd year of Ascendancy at 01:00 see stats
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By LilithBrood the Sholtar Ruined level 17
3rd Mirth 122nd year of Ascendancy at 03:09 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By LilithBrood the Sholtar Ruined level 10
2nd Mirth 122nd year of Ascendancy at 12:26 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By LilithBrood the Sholtar Ruined level 20
1st Summertide 122nd year of Ascendancy at 05:41 see stats
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By LilithBrood the Sholtar Ruined level 30
1st Summertide 122nd year of Ascendancy at 23:24 see stats
			May the 4th be with you!
			.By LilithBrood the Sholtar Ruined level 23
1st Summertide 122nd year of Ascendancy at 11:52 see stats
			Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.By LilithBrood the Sholtar Ruined level 17
4th Mirth 122nd year of Ascendancy at 03:10 see stats
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By LilithBrood the Sholtar Ruined level 33
2nd Summertide 122nd year of Ascendancy at 22:17 see stats
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By LilithBrood the Sholtar Ruined level 22
1st Summertide 122nd year of Ascendancy at 09:38 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By LilithBrood the Sholtar Ruined level 10
2nd Mirth 122nd year of Ascendancy at 12:31 see stats
			Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By LilithBrood the Sholtar Ruined level 17
3rd Mirth 122nd year of Ascendancy at 03:17 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By LilithBrood the Sholtar Ruined level 8
77th Pyre 122nd year of Ascendancy at 08:01 see stats
			The bigger the better! (Nightmare (Roguelike) difficulty)
			Did over 3000 damage in one attack.By LilithBrood the Sholtar Ruined level 30
1st Summertide 122nd year of Ascendancy at 23:39 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By LilithBrood the Sholtar Ruined level 8
79th Pyre 122nd year of Ascendancy at 07:41 see stats
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By LilithBrood the Sholtar Ruined level 4
76th Pyre 122nd year of Ascendancy at 00:13 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By LilithBrood the Sholtar Ruined level 2
74th Pyre 122nd year of Ascendancy at 19:34 see stats
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By LilithBrood the Sholtar Ruined level 28
1st Summertide 122nd year of Ascendancy at 21:53 see stats
Log
LilithBrood hits Yvyra the thief for 463 physical, 3402 physical (3865 total damage).
Yvyra the thief hits LilithBrood for 0 fire, 0 healing (3 psi heal), 0 fire, 0 healing (2 psi heal) (0 total damage) [6 healing].
LilithBrood killed Yvyra the thief!
LilithBrood picks up (c.): sun infusion of the psychic (rad 7; power 76; turns 3; dispels darkness).
LilithBrood picks up (e.): schematic: Silver Filigree.
LilithBrood picks up (r.): acidic stralite greatsword of massacre (Corpses) (63.5-101.6 power, 3 apr).
LilithBrood picks up (V.): pair of hardened leather boots of uncanny dodging (Madness) (6 def, 3 armour).
LilithBrood picks up (  .): insidious pouch of dwarven-steel shots of accuracy (Shrouds) (22/22, 28.5-34.2 power, 3 apr).
LilithBrood picks up (V.): Baragund the pair of drakeskin leather boots (Shrouds) (0 def, 7 armour).
LilithBrood picks up (U.): mindwoven silk robe of fire (+19%) (Madness) (3 def, 0 armour).
LilithBrood picks up (G.): nature's thorny mindstar of life (Misfortune) (9.5-10.45 power, 24 apr, mind damage).
LilithBrood picks up (N.): overgrown stralite steamgun (Shrouds).
LilithBrood HEALS from fire damage!
LilithBrood HEALS from acid damage!
LilithBrood receives 22 healing (156 psi heal) from Unnatural Body.
Acid Splash from Glykira the bloated horror hits LilithBrood for 0 acid, 0 healing (3 psi heal) (0 total damage) [3 healing].
Burning from Emeloldabeth the giant fire ant hits LilithBrood for 0 fire, 0 healing (2 psi heal) (0 total damage) [2 healing].
LilithBrood stops burning.
LilithBrood is free from the acid.
LilithBrood deactivates Thunderstorm.
The furious lightning storm around LilithBrood calms down and disappears.
LilithBrood is resonating with spell power!
LilithBrood deactivates Forge Shield.
LilithBrood is resonating with mind power!
LilithBrood is no longer resonating.
LilithBrood is no longer surging arcane power.
LilithBrood is no longer surging power.




















































































































































































































