











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Spell Merchants 1.7.6
 Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
 There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer! 
 
 4 character point types:Stat, Class, Category & Prodigy points for sale! 
 Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford! 
 New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1. 
 New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon* 
 1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 
 4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback! 
 
 Thank you for trying Spell Merchants, I hope you enjoy my mod :)
 My other addons:
     If you like this addon please consider rating it :)  Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.5.10This 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Artificer | 
| Level / Exp | 10 / 27% | 
| Size | medium | 
| Lifes / Deaths | Killed by orc archer at level 1 on the 16th Voratun 122nd year of Ascendancy at 17:09 0 / 5Killed by brecklorn at level 5 on the 20th Voratun 122nd year of Ascendancy at 07:14 Killed by skeleton mage at level 9 on the 29th Profit 122nd year of Ascendancy at 20:01 Killed by grave wight at level 9 on the 29th Profit 122nd year of Ascendancy at 21:05 Killed by thief at level 10 on the 31st Profit 122nd year of Ascendancy at 11:13  | 
Primary Stats
| Strength | 36 (base 18) | 
| Dexterity | 24 (base 23) | 
| Constitution | 24 (base 11) | 
| Magic | 12 (base 11) | 
| Willpower | 18 (base 11) | 
| Cunning | 38 (base 34) | 
Resources
| Life | -2/334 | 
| Healing Factor | 1.324157707044 | 
| Regeneration | 8.0504507633771 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 61 | 
| Accuracy | 23 | 
| Crit Chance | 13% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +25% | 
| Arcane | +18% | 
| Fire | +21% | 
| All | 0% | 
Offense: Damage Penetration
| Arcane | +5% | 
Defense: Base
| Armour (hardiness) | 29.551211628464 (73.607947236566%) | 
| Defense | 11 | 
| Ranged Defense | 11 | 
| Fatigue | 35 | 
| Physical Save | 23 | 
| Spell Save | 30 | 
| Mental Save | 25 | 
Defense: Resistances
| Cold | + 56%( 70%) | 
| Acid | + 15%( 70%) | 
| Nature | + 21%( 70%) | 
| Darkness | + 3%( 70%) | 
| Blight | + 16%( 70%) | 
| Physical | + 4%( 70%) | 
| Fire | + 41%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 33% | 
Inscriptions (3/3)
| 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 100 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: HealingUse 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 then cleanse 1 wound, poison, and disease effect.  | 
Class Talents
| Cunning / Weaponsmithing | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
| Cunning / Power user | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Armorsmithing | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Imbuing | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Cunning / Accessory crafting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Toolsmithing | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Experimental imbuing | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Inventory management | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00).  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
| Light source |  scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Aerilach (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +6% fire / +3% darkness / +6% cold Spell save: +9 (+4 eff.) Maximum life: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  iron torque of gale force [power 100]  (8/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  savior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great!  | 
| On fingers |  marksman's copper ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great!  | 
| Around waist |  rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist.  | 
| In main hand |  acidic iron battleaxe of massacre (24-36 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes.  | 
| On hands |  iron gauntlets of butchering (0 def, 1 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% blight Spell save: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 11% chance to slow global speed by 45% * 10% chance to reduce armor by 9% Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  cleansing iron plate armour of acid resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +10% blight / +11% nature / +15% acid A suit of armour made of metal plates.  | 
| Cloak |  thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold Spell save: +5 (+2 eff.) Mental save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Getomadir the AbysswingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +5% arcane Changes damage: +18% arcane / +9% fire Mindpower: +10 (+5 eff.) Amulets make your neck look great!  | 
Inventory
 magic missile rune of the sneak (122 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 122 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the warrior (absorb 61; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the duelist (absorb 122; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 122 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.  | 
 This item will automatically be transmogrified when you leave the level.psionicist's steel ring of corrosion (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +6 (+3 eff.) Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.rogue's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.titan's gold ring of fire (+26%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +26% fire Changes damage: +13% fire Physical save: +4 (+2 eff.) Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.ash vilestaff of might (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.cruel ash magestaff of illumination (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+7 eff.) Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.infernal yew magestaff of blood (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 draining blight When wielded/worn: Damage (Melee): 17 fire Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +3% See invisible: +5 Life leech chance: +5% Life leech: +6% Staves designed for wielders of magic, by the greats of the art.  | 
 Whirlwind (10-15 power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung.  | 
 This item will automatically be transmogrified when you leave the level.balanced iron battleaxe of erosion (15-22 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+9 eff.) Disarm immunity: +28% Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.balanced iron battleaxe of massacre (22-32 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.5 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +9 (+9 eff.) Disarm immunity: +32% Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.balanced steel battleaxe (20-29 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+9 eff.) Disarm immunity: +31% Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.slime-covered steel greatmaul of dampening (25-38 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 45% When wielded/worn: Changes resistances: +10% acid / +10% lightning / +12% cold / +12% fire / +6% all Spell save: +9 (+4 eff.) Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.steel greatsword of erosion (24-39 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.steel mace of massacre (22-31 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.steel mace of the mystic (16-22 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +3 Wil Spellpower: +7 (+2 eff.) Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.arcing steel dagger of massacre (18-23 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.elemental steel dagger (12-15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +5% acid Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.hateful steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +7% Living Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.hateful steel dagger of massacre (16-21 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +10% Living Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.truestriking steel dagger of crippling (12-16 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Changes resistances penetration: +5% physical Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.arcing voratun dagger of massacre (42-54 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 41.5 - 54.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.vined mindstar 'Voidgasher' (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness / +4 temporal When wielded/worn: Damage (Melee): 5 mind / 3 darkness Damage when hit (Melee): 2 darkness Changes stats: +3 Cun Changes resistances: +3% temporal Changes damage: +4% mind / +3% darkness Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mental save: +2 (+1 eff.) Maximum psi: +13.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Rimeblade (10-13 power, 6 apr)Rimeblade (10-13 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances penetration: +10% physical / +10% cold Changes damage: +15% physical / +15% cold Spell crit. chance: +6% This surprisingly sharp blade appears to be a naturally formed icicle.  | 
 This item will automatically be transmogrified when you leave the level.mage-hunter's ash longbow of piercing Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Effects on ranged hit: * 8 arcane resource burn Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +9% all Talent mastery: +0.15 Wild-gift / Antimagic Mindpower: +11 (+6 eff.) Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.ranger's cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +1 Dex Slings are used to hurl stones or metal shots at your foes.  | 
 This item will automatically be transmogrified when you leave the level.self-loading quiver of ash arrows of accuracy (10/14, 20-27 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.deadly pouch of iron shots (19/19, 20-23 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.Swordshatter Shots (20/20, 20-24 power, 15 apr) Requires: - Dexterity 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Capacity: 20 Damage (Ranged): +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons.  | 
 This item will automatically be transmogrified when you leave the level.pouch of steel shots of accuracy (19/19, 20-24 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.acidic iron shield (0 def, 2 armour, 11-13 power, 18 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 On weapon hit: * 10% chance to reduce armor by 9% When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 1 acid Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +16 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.spellwoven linen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +6% all Spell save: +16 (+8 eff.) Spellpower: +14 (+4 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +10% physical / +12% fire / +10% cold / +9% all Changes damage: +7% acid / +7% physical / +8% fire / +7% cold Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.woollen robe of nature (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% nature / +9% all Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.troll-hide rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Life regen: +3.80 Maximum life: +34.00 Healing mod.: +11% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.troll-hide rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Life regen: +3.10 Maximum life: +31.00 Healing mod.: +11% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.troll-hide rough leather armour of natural resilience (3 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +10% nature / +11% blight Reduced damage from: +6% Unnatural Life regen: +3.00 Maximum life: +31.00 Healing mod.: +11% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.impenetrable iron mail armour of clarity (2 def, 11 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +5% mind Mental save: +13 (+7 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.prismatic iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +11% light / +11% darkness A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour (2 def, 12 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.prismatic steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% physical / +11% light / +11% darkness Physical save: +12 (+6 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.prismatic iron plate armour of fire resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% fire / +11% light / +11% darkness A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.cleansing steel plate armour of resilience (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +11% nature / +10% blight Maximum life: +20.00 A suit of armour made of metal plates.  | 
 Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+3 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully...  | 
 This item will automatically be transmogrified when you leave the level.naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +3 Dex Changes resistances: +5% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
This item will automatically be transmogrified when you leave the level. mage's granite wardstonemage's granite wardstone Requires: - Magic 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Reduce damage by fixed amount: +2 all Spell save: +12 (+6 eff.) Slows Projectiles: +15% Handheld warding devices  | 
 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 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 Activation costs 131 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.  | 
 focusing elm wand of shielding [power 116]  (8/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 This item will automatically be transmogrified when you leave the level.Chromatic Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 mind / +1 arcane Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 13 power out of 24/24) : Effective talent level: 2.0 Power cost: 13 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 46.56 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements.  | 
 3 balanced component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted!  | 
 cleansing component (body)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted!  | 
 component of clarity (mindstar)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +2 - +10 Maximum psi: +10.00 - +50.00 Affinity: mindstar Components can be used to enhance items being crafted!  | 
 component of cold (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 cold While equipped: Changes damage: * +8% - +22% cold Affinity: ranged Components can be used to enhance items being crafted!  | 
 component of cold resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: shield Components can be used to enhance items being crafted!  | 
 component of constitution (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: head Components can be used to enhance items being crafted!  | 
 component of crippling (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: On crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Physical crit. chance: +5.0% - +15.0% Affinity: melee Unique Ego Components can be used to enhance items being crafted!  | 
 component of daylight (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 light Damage against: +5% - +30% Undead Affinity: melee Components can be used to enhance items being crafted!  | 
 component of healing (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Cut immunity: +40% - +80% Healing mod.: +10% - +30% Use talent when activated: Heal level 1 - 3 Puts all charms on cooldown for 35 turns Affinity: amulet Components can be used to enhance items being crafted!  | 
 component of magic (hands)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 4 - 19 arcane Burst on crit (radius 2): 5 - 15 arcane While equipped: Changes stats: * +2 - +6 Mag Changes damage: * +3% - +11% arcane Affinity: hands Components can be used to enhance items being crafted!  | 
 component of massacre (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted!  | 
 component of might (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical power: +3 - +6 Changes stats: * +2 - +5 Str * +2 - +5 Con Affinity: head Components can be used to enhance items being crafted!  | 
 component of mind resistance (shield)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% mind Affinity: shield Components can be used to enhance items being crafted!  | 
 component of shielding (wand)0.00 Encumbrance. Modifies crafted object: When activated: Create a damage-absorbing shield on yourself and all friendly characters within 10 spaces Puts all charms on cooldown for 20 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted!  | 
 2 component of vileness (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight On hit: * 5 - 30% chance to reduce strength, dexterity, and constitution by 5 Affinity: melee Components can be used to enhance items being crafted!  | 
 earthen component (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Armour: +2 - +12 Armour Hardiness: +2% - +12% Physical save: +2 - +12 Affinity: staff Components can be used to enhance items being crafted!  | 
 impenetrable component (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted!  | 
 insulating component (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: feet Components can be used to enhance items being crafted!  | 
 miner's component (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +1 - +9 Infravision radius: +1 - +3 Affinity: feet Components can be used to enhance items being crafted!  | 
 potent component (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Base Damage: +2 - +12 While equipped: Changes damage: * +2% - +12% of staff elemental bonus Spellpower: +2 - +5 Affinity: staff Components can be used to enhance items being crafted!  | 
 prismatic component (body)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted!  | 
 sand component (hands)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 15 physical Burst on crit (radius 2): 5 - 15 physical Talent on hit: Sand Breath (10% chance). While equipped: Armour: +5 - +10 Damage (melee): 5 - 15 physical Changes damage: * +3% - +11% physical Affinity: hands Components can be used to enhance items being crafted!  | 
 thought-forged component (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 19 While equipped: Changes stats: * +1 - +7 Cun * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted!  | 
 traveler's component (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Maximum encumbrance: +20 - +50 Physical save: +5 - +15 Affinity: feet Components can be used to enhance items being crafted!  | 
 woodsman's component (digger)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +15% nature Changes damage: * +5% - +10% nature Affinity: digger Components can be used to enhance items being crafted!  | 
Achievements
			Bringer of Doom
			Killed a Bringer of Doom.By Negro Prime MK II the Dwarf Artificer level 9
30th Profit 122nd year of Ascendancy at 16:04 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Negro Prime MK II the Dwarf Artificer level 8
7th Profit 122nd year of Ascendancy at 23:02 see stats
			Level 10
			Got a character to level 10.By Negro Prime MK II the Dwarf Artificer level 10
31st Profit 122nd year of Ascendancy at 02:05 see stats
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Negro Prime MK II the Dwarf Artificer level 5
19th Voratun 122nd year of Ascendancy at 10:57 see stats
			The Restless Dead
			Disturbed an old battlefield and survived the consequences.By Negro Prime MK II the Dwarf Artificer level 9
29th Profit 122nd year of Ascendancy at 19:46 see stats
Log
Melee retaliation hits Assassin for 6 fire, 6 fire (13 total damage).
Negro Prime MK II regains balance.
Deadly Poison from Thief hits Negro Prime MK II for 18 nature damage.
Nerutira the Guard activates a prepared device.
Negro Prime MK II instinctively hardens his skin and ignores the attack!
Negro Prime MK II repels an attack from Islyriwen the Thug.
Islyriwen the Thug regains their balance.
Assassin regains their balance.
Thief regains their balance.
Nerutira the Guard regains their balance.
Thief hits Negro Prime MK II for 6 physical, 1 physical (7 total damage).
Melee retaliation hits Thief for 6 fire, 6 fire (13 total damage).
Assassin hits Negro Prime MK II for 1 physical, 1 physical (2 total damage).
Melee retaliation hits Assassin for 7 fire, 7 fire (15 total damage).
Negro Prime MK II is confused and fails to use Infusion: Regeneration.
Negro Prime MK II is not stunned anymore.
Deadly Poison from Thief hits Negro Prime MK II for 27 nature damage.
Melee retaliation hits Nerutira the Guard for 15 fire, 15 fire (29 total damage).
Nerutira the Guard hits Negro Prime MK II for 9 physical, (5 armor), 0 cold, 6 physical, (3 armor), 0 light, (3 armor), 0 fire (16 total damage).
Islyriwen the Thug throws two quick punches.
Islyriwen the Thug performs a melee critical strike against Negro Prime MK II!
Islyriwen the Thug hits Negro Prime MK II for 3 physical, (3 armor), 0 lightning, 5 physical, (3 armor), 0 lightning, (3 armor), 0 lightning (8 total damage).
Melee retaliation hits Islyriwen the Thug for (6 flat reduction), 7 fire, (6 flat reduction), 7 fire (14 total damage).
Thief uses Disarm.
Thief's spell attains critical power!
Negro Prime MK II shrugs off the effect 'Disarmed'!
Thief hits Negro Prime MK II for 2 physical, (19 armor), 5 lightning (7 total damage).
Melee retaliation hits Thief for 15 fire, 15 fire (29 total damage).
Negro Prime MK II the level 10 dwarf artificer was zapped to death by a thief on level 1 of bandit fortress.







 

































































