










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 50 / 2640% | 
| Size | huge | 
| Lifes / Deaths | Killed by Anyego the Bringer of Doom at level 19 on the 6th Steel 123rd year of Ascendancy at 10:40/ 7 Killed by Chronolith Twin at level 27 on the 26th Wealth 123rd year of Ascendancy at 07:26 Killed by Unixakom at level 28 on the 26th Wealth 123rd year of Ascendancy at 17:13 Killed by armoured skeleton warrior at level 29 on the 4th Loss 123rd year of Ascendancy at 13:54 Killed by skeleton mage at level 29 on the 4th Loss 123rd year of Ascendancy at 17:13 Killed by Khulmanar, General of Urh'Rok at level 30 on the 13rd Loss 123rd year of Ascendancy at 12:05 Killed by ritch flamespitter (wild summon) at level 50 on the 21st Steel 125th year of Ascendancy at 00:50 | 
Primary Stats
| Strength | 197 (base 62) | 
| Dexterity | 60 (base 44) | 
| Constitution | 113 (base 60) | 
| Magic | 20 (base 11) | 
| Willpower | 45 (base 12) | 
| Cunning | 83 (base 60) | 
Resources
| Life | 2186/2186 | 
| Stamina | 304/304 | 
| Healing Factor | 2.0962346689684 | 
| Regeneration | 78.960017867102 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Stealth | 41.649325461976 | 
| See Invisible | 41.649325461976 | 
Offense: Mainhand
| Damage | 392 | 
| Accuracy | 64 | 
| Crit Chance | 78% | 
| APR | 42 | 
| Speed | 1.33 | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 47 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +49% | 
| Acid | +28% | 
| Nature | +27% | 
| All | +7% | 
Offense: Damage Penetration
| Lightning | +33% | 
| Physical | +51% | 
| All | +13% | 
Defense: Base
| Armour (hardiness) | 79.08934837382 (100%) | 
| Defense | 56 | 
| Ranged Defense | 56 | 
| Fatigue | 0 | 
| Physical Save | 98 | 
| Spell Save | 62 | 
| Mental Save | 70 | 
Defense: Resistances
| Acid | + 45%( 70%) | 
| Blight | + 70%( 70%) | 
| Arcane | + 26%( 70%) | 
| Mind | + 42%( 70%) | 
| All | + 22%( 70%) | 
| Lightning | + 39%( 70%) | 
| Light | + 34%( 70%) | 
| Temporal | + 42%( 70%) | 
| Physical | + 46%( 70%) | 
| Darkness | + 38%( 70%) | 
| Nature | + 47%( 70%) | 
Defense: Immunities
| Disarm Resistance | 74% | 
| Pinning Resistance | 100% | 
| Knockback Resistance | 100% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 10% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1198% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 12 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 254 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. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 470 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 938 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1059 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1059 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Two-handed assault | 1.40 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Technique / Berserker's strength | 1.40 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Bloodthirst | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cunning / Scoundrel | 1.00 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Precise Strikes | 
| talent | Berserker Rage | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell.Escort: lone alchemist (level 1 of Dreadfell) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell.Escort: lone alchemist (level 3 of Dreadfell) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell.Escort: lost defiler (level 5 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved Strength by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair.Escort: lost warrior (level 3 of Norgos Lair) As a reward you improved Constitution by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell.Escort: lost warrior (level 4 of Dreadfell) As a reward you improved Strength by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell.Escort: repented thief (level 2 of Dreadfell) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair.Escort: repented thief (level 2 of Norgos Lair) As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara.Escort: temporal explorer (level 2 of Daikara) As a reward you improved Willpower by +5. | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe 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 | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1620. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They 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 | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation Slasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 6 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
| Light source |  dwarven lantern 'Airbearer' Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Defense: +11 (+4 eff.) Changes stats: +4 Con Changes resistances: +14% blight / +9% temporal / +5% arcane / +9% lightning Changes resistances penetration: +20% lightning / +13% all Physical save: +19 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +16 (+4 eff.) Life regen: +10.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Chamysathad (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +27 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +18 Str / +7 Wil Changes resistances: +9% blight / +13% physical Critical mult.: +10.00% Physical save: +62 (+11 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. | 
| On fingers |  Toryleg Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +4 Str Changes resistances: +3% physical Changes resistances penetration: +25% physical Changes damage: +21% acid Disarm immunity: +42% Pinning immunity: +40% Knockback immunity: +38% Stamina each turn: +3.00 Maximum life: +37.00 Maximum stamina: +20.00 Rings make your fingers look great! | 
| On fingers |  gladiator's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Str / +8 Con Life regen: +14.00 Maximum life: +79.00 Healing mod.: +15% Rings make your fingers look great! | 
| Around waist |  Emuwen the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes resistances: +13% lightning / +16% temporal Changes resistances penetration: +13% physical Changes damage: +15% physical Spell save: +22 (+6 eff.) Blindness immunity: +10% Confusion immunity: +20% Knockback immunity: +20% Life regen: +4.00 Maximum life: +80.00 Size category: +1 A belt that goes around your waist. | 
| In main hand |  Blighted Maul (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 12 * Blasts creatures in a radius 1 shockwave around your target for 397.83 to 1193.49 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 1066.84 to 2133.68 physical damage (based on Strength) to each Activation costs 35 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. | 
| On hands |  drakeskin leather gloves of the juggernaut (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Con Physical save: +20 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 5.2 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 11 power out of 25/25) : Effective talent level: 2.0 Power cost: 11 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 11 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. | 
| Cloak |  restorative elven-silk cloak of backstabbing (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Defense: +3 (+1 eff.) Changes resistances: +12% nature / +15% blight Critical mult.: +21.00% Stealth bonus: +11 Life regen: +6.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Garkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 5.6 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 663.75 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. | 
Inventory
|  Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. | 
|  heroism infusion (die at -327; dur 6; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -327 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 327 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion (die at -387; dur 6; cd 32) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -387 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 387 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion (die at -595; dur 6; cd 34) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 595 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion (die at -181; dur 7; cd 26) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -181 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 181 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the warrior (die at -1180; dur 5; cd 27) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1180 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1180 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the warrior (die at -1034; dur 6; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1034 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1034 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the titan (speed 850%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the sneak (heal 547; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 547 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the warrior (heal 1119; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1119 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 41%; magical; dur 3; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 42%; mental; dur 3; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 63%; mental; dur 4; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random mental effect and reduce all damage taken by 63% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 56%; magical; dur 3; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 56% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 55%; mental; dur 4; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 55% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 56%; magical; dur 4; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 56% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 58%; magical, physical; dur 3; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 58% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 61%; mental; dur 3; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random mental effect and reduce all damage taken by 61% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 62%; mental; dur 4; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 62% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 55%; physical; dur 3; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 55% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 56%; mental; dur 3; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 56% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Mirror Image Rune (dur 6; cd 24) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. | 
|  Prismatic Rune (6 turns; acid, physical, mind, nature, arcane, lightning) Powered by arcane forces 0.10 Encumbrance. [Unique] 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 mind, 5 nature, 4 arcane, 4 lightning 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. | 
|  Rune of Dissipation ( ) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. | 
|  Rune of Reflection (--) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  Rune of the Rift (330.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 353.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the sneak (damage 321; dur 4; 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 unleash a cone dealing 320.77 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  ethereal rune of the titan (power 36; resist 39%; move 57%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 39% all resistance, you move 57% faster, and you are invisible (power 36). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the warrior (absorb 839; dur 4; cd 14) 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: 14 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 839 damage for 4 turns. 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. | 
|  teleportation rune of the warrior (range 259; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 259 with a minimum range of 15. 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. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
|  Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 25 power out of 35/35) : Effective talent level: 2.2 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 260 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  Frost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+6 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. | 
|  Frozenbreeze the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% mind / +12% acid Changes resistances penetration: +20% cold Changes damage: +12% acid Talent mastery: +0.21 Technique / Warcries Amulets make your neck look great! | 
|  Kilnpanic Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +7 Wil Changes resistances: +9% nature Changes resistances penetration: +15% light Changes damage: +18% fire / +15% light / +6% nature Amulets make your neck look great! | 
|  Limmir's Amulet of the Moon 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +25 Con Changes resistances: +10% darkness / +10% cold / +25% nature / +5% all Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +60% Amulets make your neck look great! | 
|  Scabpower the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +12% nature / +30% temporal Changes resistances penetration: +10% temporal Changes damage: +18% arcane / +21% nature Spell save: +18 (+5 eff.) Pinning immunity: +49% Knockback immunity: +50% Stamina each turn: +3.00 Amulets make your neck look great! | 
|  Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  The Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 25 power out of 36/36) : Effective talent level: 4.0 Power cost: 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (120). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  Zemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 35 power out of 80/80) : Effective talent level: 1.0 Power cost: 35 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. | 
|  archmage's voratun amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% acid / +6% fire / +7% cold / +6% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! | 
|  archmage's voratun amulet of murder Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes stats: +3 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Critical mult.: +18.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! | 
|  clarifying stralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% mind Blindness immunity: +30% Confusion immunity: +35% Infravision radius: +6 Sight radius: +2 See invisible: +6 Amulets make your neck look great! | 
|  enraging voratun amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +8% physical Blindness immunity: +35% Infravision radius: +5 Sight radius: +2 See invisible: +9 Combat speed: +10% Amulets make your neck look great! | 
|  grounding steel amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Changes resistances: +12% lightning Critical mult.: +12.00% Stun/Freeze immunity: +24% Amulets make your neck look great! | 
|  grounding steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! | 
|  insulating voratun amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Changes resistances: +17% fire / +21% cold Critical mult.: +14.00% Amulets make your neck look great! | 
|  protective gold amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +4% all Physical save: +11 (+2 eff.) Blindness immunity: +21% Infravision radius: +3 Sight radius: +2 See invisible: +10 Amulets make your neck look great! | 
|  protective stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes resistances cap: +3% all Physical save: +16 (+3 eff.) Blindness immunity: +14% Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets make your neck look great! | 
|  protective voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Armour: +6 Defense: +11 (+4 eff.) Changes resistances cap: +5% all Critical mult.: +15.00% Physical save: +10 (+2 eff.) Amulets make your neck look great! | 
|  restful gold amulet of dexterity (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex Life regen: +3.00 Amulets make your neck look great! | 
|  restful gold amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 24% * 8% chance to blind Changes damage: +5% light / +7% darkness Life regen: +2.00 Amulets make your neck look great! | 
|  restful voratun amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Blindness immunity: +29% Life regen: +4.00 Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets make your neck look great! | 
|  savior's stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +14 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Amulets make your neck look great! | 
|  savior's stralite amulet of perfection (0.25 Technique / Combat veteran,0.25 Technique / Warcries) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.25 Technique / Combat veteran +0.25 Technique / Warcries Physical save: +16 (+3 eff.) Spell save: +22 (+6 eff.) Mental save: +16 (+4 eff.) Amulets make your neck look great! | 
|  savior's voratun amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +13 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +21% Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! | 
|  serendipitous stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +17 Lck Reduce all damage from unseen attackers: 13% Amulets make your neck look great! | 
|  stabilizing gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% temporal Pinning immunity: +22% Knockback immunity: +24% Amulets make your neck look great! | 
|  starlit voratun amulet of perfection (0.30 Technique / Combat veteran,0.30 Technique / Combat training) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% light / +30% darkness Talent masteries: +0.30 Technique / Combat veteran +0.30 Technique / Combat training Blindness immunity: +37% Amulets make your neck look great! | 
|  starseer's voratun amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% light / +6% temporal / +7% darkness / +7% physical Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! | 
|  steel amulet 'Chalyrostir' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +5 Dex Changes resistances: +3% blight Changes resistances penetration: +10% blight Changes damage: +3% acid Talent mastery: +0.15 Technique / Superiority Critical mult.: +11.00% Amulets make your neck look great! | 
|  stralite amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +28.00 Amulets make your neck look great! | 
|  vitalizing copper amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+2 eff.) Blindness immunity: +16% Life regen: +2.00 Maximum life: +35.00 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! | 
|  vitalizing stralite amulet of dexterity (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex / +5 Con Physical save: +7 (+2 eff.) Life regen: +5.00 Maximum life: +60.00 Amulets make your neck look great! | 
|  voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 light / 10 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 24% * 9% chance to blind Changes damage: +14% light / +11% darkness Amulets make your neck look great! | 
|  voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 5 light / 11 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 24% * 8% chance to blind Changes damage: +11% light / +11% darkness Amulets make your neck look great! | 
|  voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +24% Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets make your neck look great! | 
|  wanderer's gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +6 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! | 
|  warmaker's stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Wil Blindness immunity: +24% Infravision radius: +6 Sight radius: +2 See invisible: +6 Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 62.52 You won the Ring of Blood trial, and this is your reward. | 
|  Brightbringer Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% light Critical mult.: +20.00% Spell save: +6 (+2 eff.) Disarm immunity: +34% Pinning immunity: +34% Knockback immunity: +31% Maximum life: +35.00 Maximum hate: +10.00 Maximum psi: +50.00 Rings make your fingers look great! | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Exiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 58.48 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 23 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. | 
|  Glory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. | 
|  Mnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 21 power out of 30/30) : Effective talent level: 2.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
|  Poletha Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Defense: +25 (+7 eff.) Changes resistances: +6% acid / +9% blight / +6% lightning Mental save: +9 (+2 eff.) Poison immunity: +20% Confusion immunity: +31% Pinning immunity: +20% Rings make your fingers look great! | 
|  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  Singeknave Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage (Melee): 12 light Damage (Ranged): 10 light Damage when hit (Melee): 6 fire Changes stats: +5 Dex / +3 Mag / +5 Cun Changes resistances: +9% fire Changes resistances penetration: +15% acid Changes damage: +12% light Silence immunity: +25% Mana each turn: +0.14 Rings make your fingers look great! | 
|  conjurer's gold ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 29 Damage (Melee): 20 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 29 Damage (Ranged): 14 physical Changes stats: +5 Mag / +6 Wil / +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +8 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
|  conjurer's voratun ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +12 Defense: +11 (+4 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  copper ring 'Glimmerwrack' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +3 Wil Changes resistances: +24% lightning Changes damage: +12% lightning / +3% mind Mindpower: +20 (+6 eff.) Light radius: +1 Rings make your fingers look great! | 
|  copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! | 
|  gladiator's gold ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Damage (Melee): 21 light Damage (Ranged): 22 light Changes stats: +6 Str / +3 Mag / +6 Con Changes damage: +12% light Rings make your fingers look great! | 
|  gladiator's stralite ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +7 Str / +6 Con Mental save: +8 (+2 eff.) Confusion immunity: +34% Rings make your fingers look great! | 
|  gladiator's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 29 Damage (Melee): 10 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 29 Damage (Ranged): 11 physical Changes stats: +8 Str / +2 Cun / +9 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
|  gladiator's voratun ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Physical power: +11 (+2 eff.) Defense: +14 (+4 eff.) Changes stats: +8 Str / +7 Con It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! | 
|  gold ring 'Hazepierce' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% blight / +3% temporal / +9% mind Changes damage: +15% blight / +6% cold Physical save: +12 (+3 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  gold ring of darkness (+24%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Rings make your fingers look great! | 
|  marksman's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! | 
|  mule's voratun ring of frost (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +26% cold Changes damage: +13% cold Maximum encumbrance: +38 Rings make your fingers look great! | 
|  painweaver's steel ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Changes damage: +4% all Life regen: +9.00 Maximum life: +47.00 Spellpower: +11 (+5 eff.) Mindpower: +8 (+2 eff.) Healing mod.: +13% Rings make your fingers look great! | 
|  painweaver's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes damage: +6% all Life regen: +9.00 Maximum life: +100.00 Spellpower: +8 (+4 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +16% Rings make your fingers look great! | 
|  pixie's stralite ring of corrosion (+26%) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +26% acid Changes damage: +13% acid Spellpower: +12 (+6 eff.) Rings make your fingers look great! | 
|  pixie's stralite ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 18 light Changes stats: +5 Cun / +7 Mag Changes damage: +14% light Spellpower: +13 (+6 eff.) Rings make your fingers look great! | 
|  pixie's voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Mag Spellpower: +12 (+6 eff.) Rings make your fingers look great! | 
|  psionicist's gold ring of corrosion (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +4 (+1 eff.) Rings make your fingers look great! | 
|  psionicist's voratun ring of warding Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +22% acid / +26% fire / +17% lightning / +25% cold Mental save: +16 (+4 eff.) Rings make your fingers look great! | 
|  rogue's gold ring of light (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! | 
|  rogue's gold ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage (Melee): 19 light Damage (Ranged): 22 light Changes stats: +5 Cun / +6 Mag Changes damage: +15% light Rings make your fingers look great! | 
|  savage's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+3 eff.) Life regen: +13.00 Maximum life: +54.00 Maximum stamina: +16.00 Healing mod.: +12% Rings make your fingers look great! | 
|  savage's gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +15 (+4 eff.) Disarm immunity: +26% Pinning immunity: +34% Knockback immunity: +30% Maximum life: +31.00 Maximum stamina: +19.00 Rings make your fingers look great! | 
|  savage's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +12 (+3 eff.) Maximum stamina: +10.00 Rings make your fingers look great! | 
|  sneakthief's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +6 Dex Rings make your fingers look great! | 
|  sneakthief's voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +8 Cun / +8 Dex Rings make your fingers look great! | 
|  sneakthief's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Cun / +8 Dex Life regen: +12.00 Maximum life: +62.00 Healing mod.: +15% Rings make your fingers look great! | 
|  solipsist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Rings make your fingers look great! | 
|  solipsist's stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +6 Wil Mindpower: +5 (+1 eff.) Rings make your fingers look great! | 
|  solipsist's stralite ring of sensing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Blindness immunity: +29% Mindpower: +9 (+3 eff.) Infravision radius: +5 See stealth: +12 See invisible: +19 Rings make your fingers look great! | 
|  solipsist's voratun ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Mindpower: +11 (+3 eff.) Rings make your fingers look great! | 
|  solipsist's voratun ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +14.00 Maximum life: +78.00 Mindpower: +7 (+2 eff.) Healing mod.: +14% Rings make your fingers look great! | 
|  steel ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! | 
|  steel ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 29 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 29 Damage (Ranged): 10 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
|  steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! | 
|  stralite ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +13.00 Maximum life: +87.00 Healing mod.: +14% Rings make your fingers look great! | 
|  titan's voratun ring of frost (+30%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +30% cold Changes damage: +15% cold Physical save: +20 (+4 eff.) Rings make your fingers look great! | 
|  treant's stralite ring of corrosion (+9%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% blight / +10% nature / +32% acid Changes damage: +16% acid Poison immunity: +23% Disease immunity: +18% Rings make your fingers look great! | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! | 
|  voratun ring 'Sleetgasher' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +12% mind / +40% fire Changes damage: +15% cold / +20% fire Physical save: +6 (+2 eff.) Poison immunity: +20% Knockback immunity: +20% Rings make your fingers look great! | 
|  voratun ring 'Xith' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 6 temporal Changes stats: +19 Mag / +12 Wil / +12 Cun Changes resistances: +3% mind / +9% temporal Maximum encumbrance: +39 Spellpower: +27 (+13 eff.) Light radius: +4 See invisible: +6 Rings make your fingers look great! | 
|  voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +11.00 Maximum life: +40.00 Healing mod.: +13% Rings make your fingers look great! | 
|  voratun ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 29 Damage (Melee): 13 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 29 Damage (Ranged): 19 physical Changes stats: +8 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  warrior's voratun ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +8 Defense: +14 (+4 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  wizard's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Rings make your fingers look great! | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+22 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 139 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Newly picked up Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  13 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  488 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  4 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  8 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  13 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  15 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  15 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  14 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. | 
|  11 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Branurain the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Changes resistances: +6% fire / +5% arcane / +9% temporal Mental save: +8 (+2 eff.) Mindpower: +20 (+6 eff.) Light radius: +4 See stealth: +9 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Salogamira Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +12% cold / +9% temporal Physical save: +8 (+2 eff.) Spell save: +18 (+5 eff.) Cut immunity: +20% Life regen: +4.00 Light radius: +5 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Shimmerspawn Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning / +15% cold Changes resistances penetration: +10% lightning / +25% cold Changes damage: +6% lightning / +6% darkness Mental save: +12 (+3 eff.) Light radius: +5 See stealth: +18 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 171 cold damage (based on your Magic) Activation costs 14 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 28 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  ethereal alchemist's lamp of clarity Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Mental save: +8 (+2 eff.) Spellpower: +10 (+5 eff.) Light radius: +6 See stealth: +5 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  survivor's alchemist's lamp of focus Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +7% mind Physical save: +8 (+2 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  watchleader's alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +33% Confusion immunity: +16% Light radius: +8 See stealth: +13 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  watchleader's dwarven lantern of corpselight Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +11% blight / +10% darkness Blindness immunity: +40% Confusion immunity: +27% Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +10 Infravision radius: +3 See stealth: +23 See invisible: +26 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 45 blight damage or heals 64 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 11 power out of 25/25) : Effective talent level: 5.0 Power cost: 11 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Telos's Staff Crystal Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  70 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  27 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  23 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Annulment (1/1) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (2/2) 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 140 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 355.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 18 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. | 
|  Wind Worn Shot (25/25, 39-47 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. | 
|  barbed pouch of voratun shots of annihilation (23/23, 77-92 power, 14 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 77.0 - 92.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +25.0% Capacity: 23 On weapon crit: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. | 
|  Cyrytha the Clouddredge [power 445]  (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +30 (+5 eff.) Armour: +6 Defense: +10 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances penetration: +20% lightning Stamina each turn: +3.00 It can be used to blast the opponent's mind dealing 476 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. | 
|  The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. | 
|  dwarven-steel torque of mindblast [power 225]  (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 241 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. | 
|  evasive steel torque of gale force [power 160]  (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 238 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  voratun torque of mindblast 'Tundradare' [power 475]  (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +21% cold Changes resistances penetration: +26% arcane Changes damage: +31% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 508 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  Honeywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. | 
|  Isuyatira the Ravengrinder [power 560]  (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +9% acid / +9% cold / +9% darkness Changes resistances penetration: +25% acid Changes damage: +15% acid / +24% mind It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  Runikaltholeg the dragonbone totem of healing [power 536]  (11 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to slow global speed by 57% Changes resistances: +3% nature / +12% mind / +3% darkness Changes damage: +12% mind It can be used to heal yourself and all friendly characters within 10 spaces for 536 Activation puts all charms on cooldown for 11 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 47% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  The Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 57% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 35 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
|  cleansing elven-wood totem of summon tentacle [power 295]  (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 728 Base Damage: 343 Armor: 12 All Resist: 3 Activation puts all charms on cooldown for 18 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  dragonbone totem of thorny skin 'Shadowfury' [power 71]  (14 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% darkness / +12% light Changes resistances penetration: +5% darkness / +15% lightning Changes damage: +6% lightning It can be used to harden the skin for 7 turns increasing armour by 71 and armour hardiness by 70% Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 27% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  piercing yew totem of stinging [power 266]  (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 338 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  7 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Blackwrecker the elven-wood wand of shielding [power 368]  (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 6 acid Changes resistances: +9% mind Changes resistances penetration: +15% mind / +20% darkness Changes damage: +18% acid It can be used to create a shield absorbing up to 368 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  focusing yew wand of conjuration [power 235]  (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 301 acid damage Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  warded yew wand of lightning storm [power 254]  (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 mind / +3 fire / +4 darkness / +2 temporal Talent granted: +1 Ward It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (271 total damage) Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  30 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  20 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  18 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  8 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 citrine 0.00 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. | 
|  11 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
 A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.By Unixakom the Dwarf Berserker level 33
21st Loss 123rd year of Ascendancy at 22:06 see stats
 A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Unixakom the Dwarf Berserker level 50
7th Gold 125th year of Ascendancy at 17:11 see stats
 Against all odds (Exploration mode)
			Killed Ukruk in the ambush.
			Against all odds (Exploration mode)
			Killed Ukruk in the ambush.By Unixakom the Dwarf Berserker level 33
19th Loss 123rd year of Ascendancy at 22:57 see stats
 Arachnophobia (Exploration mode)
			Destroyed the spydric menace.
			Arachnophobia (Exploration mode)
			Destroyed the spydric menace.By Unixakom the Dwarf Berserker level 38
31st Steel 124th year of Ascendancy at 01:02 see stats
 Are you out of your mind?! (Exploration mode)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Exploration mode)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Unixakom the Dwarf Berserker level 41
30th Voratun 124th year of Ascendancy at 12:00 see stats
 Back and there again (Exploration mode)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Exploration mode)
			Opened a portal to the Far East from Maj'Eyal.By Unixakom the Dwarf Berserker level 47
25th Dearth 124th year of Ascendancy at 05:03 see stats
 Brave new world (Exploration mode)
			Went to the Far East and took part in the war.
			Brave new world (Exploration mode)
			Went to the Far East and took part in the war.By Unixakom the Dwarf Berserker level 37
27th Steel 124th year of Ascendancy at 05:25 see stats
 Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.
			Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.By Unixakom the Dwarf Berserker level 19
6th Steel 123rd year of Ascendancy at 11:55 see stats
 Can you bear it? So much bearness! (Exploration mode)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Exploration mode)
			Killed Borius in the Bearscape.By Unixakom the Dwarf Berserker level 34
22nd Iron 124th year of Ascendancy at 12:39 see stats
 Clone War (Exploration mode)
			Destroyed your own Shade.
			Clone War (Exploration mode)
			Destroyed your own Shade.By Unixakom the Dwarf Berserker level 47
8th Loss 124th year of Ascendancy at 09:20 see stats
 Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Unixakom the Dwarf Berserker level 8
2nd Acquisition 122nd year of Ascendancy at 22:09 see stats
 Destroyer's bane (Exploration mode)
			Killed Golbug the Destroyer.
			Destroyer's bane (Exploration mode)
			Killed Golbug the Destroyer.By Unixakom the Dwarf Berserker level 36
20th Steel 124th year of Ascendancy at 13:24 see stats
 Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.
			Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.By Unixakom the Dwarf Berserker level 47
13rd Loss 124th year of Ascendancy at 01:19 see stats
 Evil denied (Exploration mode)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Exploration mode)
			Won ToME by preventing the Void portal from opening.By Unixakom the Dwarf Berserker level 50
40th Stralite 125th year of Ascendancy at 18:14 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Unixakom the Dwarf Berserker level 20
29th Gold 123rd year of Ascendancy at 20:24 see stats
 Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Unixakom the Dwarf Berserker level 33
12nd Shortage 123rd year of Ascendancy at 13:54 see stats
 Fear me not! (Exploration mode)
			Survived the Fearscape!
			Fear me not! (Exploration mode)
			Survived the Fearscape!By Unixakom the Dwarf Berserker level 35
19th Steel 124th year of Ascendancy at 21:32 see stats
 Fear of Fours (Exploration mode)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Exploration mode)
			Killed all four bosses of the Slime Tunnels.By Unixakom the Dwarf Berserker level 50
18th Stralite 125th year of Ascendancy at 14:10 see stats
 Flooder (Exploration mode)
			Defeated Ukllmswwik while doing his own quest.
			Flooder (Exploration mode)
			Defeated Ukllmswwik while doing his own quest.By Unixakom the Dwarf Berserker level 39
11st Voratun 124th year of Ascendancy at 05:26 see stats
 Gem of the Moon (Exploration mode)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Exploration mode)
			Completed the Master Jeweler quest with Limmir.By Unixakom the Dwarf Berserker level 50
14th Shortage 124th year of Ascendancy at 18:11 see stats
 Guiding Hand (Exploration mode)
			Saved all escorted adventurers.
			Guiding Hand (Exploration mode)
			Saved all escorted adventurers.By Unixakom the Dwarf Berserker level 35
17th Steel 124th year of Ascendancy at 11:17 see stats
 Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Unixakom the Dwarf Berserker level 29
15th Dearth 123rd year of Ascendancy at 21:05 see stats
 I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Unixakom the Dwarf Berserker level 42
30th Voratun 124th year of Ascendancy at 15:17 see stats
 Invasion from the Depths (Exploration mode)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Exploration mode)
			Stopped a naga invasion by closing their portal.By Unixakom the Dwarf Berserker level 50
5th Gold 125th year of Ascendancy at 01:37 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Unixakom the Dwarf Berserker level 10
3rd Wealth 122nd year of Ascendancy at 01:27 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Unixakom the Dwarf Berserker level 20
8th Steel 123rd year of Ascendancy at 11:02 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Unixakom the Dwarf Berserker level 30
10th Loss 123rd year of Ascendancy at 04:51 see stats
 Level 40 (Exploration mode)
			Got a character to level 40.
			Level 40 (Exploration mode)
			Got a character to level 40.By Unixakom the Dwarf Berserker level 40
16th Voratun 124th year of Ascendancy at 18:58 see stats
 Level 50 (Exploration mode)
			Got a character to level 50.
			Level 50 (Exploration mode)
			Got a character to level 50.By Unixakom the Dwarf Berserker level 50
25th Loss 124th year of Ascendancy at 18:51 see stats
 Lucky Girl (Exploration mode)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Exploration mode)
			Saved Melinda again and invited her to the Fortress to cure her.By Unixakom the Dwarf Berserker level 29
7th Loss 123rd year of Ascendancy at 09:52 see stats
 Oozemancer (Exploration mode)
			Destroyed the corrupted oozemancer.
			Oozemancer (Exploration mode)
			Destroyed the corrupted oozemancer.By Unixakom the Dwarf Berserker level 50
21st Steel 125th year of Ascendancy at 17:21 see stats
 Orcrist (Exploration mode)
			Killed the leaders of the Orc Pride.
			Orcrist (Exploration mode)
			Killed the leaders of the Orc Pride.By Unixakom the Dwarf Berserker level 50
29th Gold 125th year of Ascendancy at 10:54 see stats
 Race through fire (Exploration mode)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Exploration mode)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Unixakom the Dwarf Berserker level 50
44th Steel 125th year of Ascendancy at 01:24 see stats
 Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.By Unixakom the Dwarf Berserker level 20
25th Gold 123rd year of Ascendancy at 09:58 see stats
 Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Unixakom the Dwarf Berserker level 26
1st Profit 123rd year of Ascendancy at 04:12 see stats
 Size is everything (Exploration mode)
			Did over 1500 damage in one attack.
			Size is everything (Exploration mode)
			Did over 1500 damage in one attack.By Unixakom the Dwarf Berserker level 34
22nd Iron 124th year of Ascendancy at 14:06 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Unixakom the Dwarf Berserker level 21
23rd Stralite 123rd year of Ascendancy at 07:49 see stats
 Sliders (Exploration mode)
			Activated a portal using the Orb of Many Ways.
			Sliders (Exploration mode)
			Activated a portal using the Orb of Many Ways.By Unixakom the Dwarf Berserker level 36
20th Steel 124th year of Ascendancy at 15:08 see stats
 Slime killer party (Exploration mode)
			Have 200 walls on the sludgenest turn into hostile creatures.
			Slime killer party (Exploration mode)
			Have 200 walls on the sludgenest turn into hostile creatures.By Unixakom the Dwarf Berserker level 50
21st Steel 125th year of Ascendancy at 03:16 see stats
 Slimefest (Exploration mode)
			Have 100 walls on the sludgenest turn into hostile creatures.
			Slimefest (Exploration mode)
			Have 100 walls on the sludgenest turn into hostile creatures.By Unixakom the Dwarf Berserker level 50
19th Steel 125th year of Ascendancy at 21:31 see stats
 Squadmate (Exploration mode)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Exploration mode)
			Escaped from Reknor alive with your squadmate Norgan.By Unixakom the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 19:25 see stats
 Tactical master (Exploration mode)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Exploration mode)
			Fought the two Sorcerers without closing any invocation portals.By Unixakom the Dwarf Berserker level 50
40th Stralite 125th year of Ascendancy at 18:13 see stats
 Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.By Unixakom the Dwarf Berserker level 50
7th Steel 125th year of Ascendancy at 10:20 see stats
 That was close (Exploration mode)
			Killed your target while having only 1 life left.
			That was close (Exploration mode)
			Killed your target while having only 1 life left.By Unixakom the Dwarf Berserker level 50
5th Gold 125th year of Ascendancy at 23:22 see stats
 The Arena (Exploration mode)
			Unlocked Arena mode.
			The Arena (Exploration mode)
			Unlocked Arena mode.By Unixakom the Dwarf Berserker level 10
15th Wealth 122nd year of Ascendancy at 05:33 see stats
 The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.By Unixakom the Dwarf Berserker level 50
29th Gold 125th year of Ascendancy at 00:29 see stats
 The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.By Unixakom the Dwarf Berserker level 28
6th Dearth 123rd year of Ascendancy at 07:00 see stats
 The Sun Still Shines (Exploration mode)
			Aeryn survived the last battle.
			The Sun Still Shines (Exploration mode)
			Aeryn survived the last battle.By Unixakom the Dwarf Berserker level 50
40th Stralite 125th year of Ascendancy at 18:14 see stats
 The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.
			The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.By Unixakom the Dwarf Berserker level 50
21st Steel 125th year of Ascendancy at 16:03 see stats
 The secret city (Exploration mode)
			Discovered the truth about mages.
			The secret city (Exploration mode)
			Discovered the truth about mages.By Unixakom the Dwarf Berserker level 18
2nd Steel 123rd year of Ascendancy at 07:42 see stats
 There and back again (Exploration mode)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Exploration mode)
			Opened a portal to Maj'Eyal from the Far East.By Unixakom the Dwarf Berserker level 43
21st Profit 124th year of Ascendancy at 05:53 see stats
 Thralless (Exploration mode)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Exploration mode)
			Freed at least 30 enthralled slaves in the slavers' compound.By Unixakom the Dwarf Berserker level 20
29th Gold 123rd year of Ascendancy at 02:12 see stats
 Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Unixakom the Dwarf Berserker level 29
39th Dearth 123rd year of Ascendancy at 03:55 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Unixakom the Dwarf Berserker level 20
9th Steel 123rd year of Ascendancy at 16:54 see stats
 Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.By Unixakom the Dwarf Berserker level 32
19th Loss 123rd year of Ascendancy at 05:50 see stats
Log
There is an item here: Frozen Shroud (12 def, 0 armour)
There is an item here: Deepsbreacher (10 def, 2 armour)
There is an item here: brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)
There is an item here: dwarven-steel gauntlets 'Cyromima' (0 def, 2 armour)
There is an item here: Stone Gauntlets of Harkor'Zun (0 def, 7 armour)
There is an item here: Spellhunt Remnants (1 def, 2 armour)
There is an item here: Snow Giant Wraps (0 def, 2 armour)
There is an item here: Sludgegrip (0 def, 0 armour)
There is an item here: Ruthless Grip (0 def, 5 armour)
There is an item here: Hand of the World-Shaper (0 def, 12 armour)
There is an item here: Dakhtun's Gauntlets (0 def, 6 armour)
There is an item here: Fist of the Destroyer (8 def, 0 armour)
There is an item here: warlord's hardened leather cap of the depths (0 def, 3 armour)
There is an item here: Yaldan Baoth (0 def, 10 armour)
There is an item here: Omniscience (7 def, 0 armour)
There is an item here: Nimbuspassion (4 def, 9 armour)
There is an item here: Malslek the Accursed's Hat (2 def, 0 armour)
There is an item here: Helm of the Dwarven Emperors (0 def, 6 armour)
There is an item here: Eye of the Forest (8 def, 0 armour)
There is an item here: Dragonskull Helm (0 def, 20 armour)
There is an item here: Decayed Visage (0 def, 0 armour)
There is an item here: Crown of Command (3 def, 6 armour)
There is an item here: Corrupted Gaze (4 def, 8 armour)
There is an item here: Cloud Caller (0 def, 0 armour)
There is an item here: Aletta's Diadem (0 def, 0 armour)
There is an item here: Dragon-helm of Kroltar (5 def, 9 armour)
Unixakom picks up (  .): Helm of the Dwarven Emperors (0 def, 6 armour).












































