Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 50 / 1283% | 
| Size | medium | 
| Lifes / Deaths | Killed by Shoma the thalore at level 13 on the 35th Dearth 122nd year of Ascendancy at 11:546 / 1 | 
Primary Stats
| Strength | 107 (base 62) | 
| Dexterity | 50 (base 31) | 
| Constitution | 107 (base 60) | 
| Magic | 93 (base 60) | 
| Willpower | 57 (base 15) | 
| Cunning | 31 (base 7) | 
Resources
| Life | 1698/1698 | 
| Mana | 428/508 | 
| Stamina | 404/404 | 
| Positive | 24/77 | 
| Healing Factor | 1.8 | 
| Regeneration | 5.85 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 6 | 
| See Invisible | 14 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major, horror | 
Offense: Mainhand
| Damage | 167 | 
| Accuracy | 59 | 
| Crit Chance | 27% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 67.75 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 39.65 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +49% | 
| All | +26% | 
| Physical | +36% | 
| Fire | +46% | 
| Nature | +36% | 
Offense: Damage Penetration
| Lightning | +10% | 
| Fire | +15% | 
| Light | +30% | 
Defense: Base
| Armour (hardiness) | 52 (30%) | 
| Defense | 33 | 
| Ranged Defense | 39 | 
| Fatigue | 12 | 
| Physical Save | 90.1444023926 | 
| Spell Save | 89.064402392602 | 
| Mental Save | 66.66875 | 
Defense: Resistances
| Fire | + 40%( 70%) | 
| Lightning | + 22%( 70%) | 
| Light | + 31%( 70%) | 
| Nature | + 45%( 70%) | 
| Blight | + 50%( 70%) | 
| Arcane | + 22%( 70%) | 
| Cold | + 34%( 70%) | 
| All | + 22%( 70%) | 
Defense: Immunities
| Pinning Resistance | 100% | 
| Stun Resistance | 100% | 
| Confusion Resistance | 10% | 
Inscriptions (5/5)
| Infusion | Effective talent level: 1.0Heroism Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. Also while Heroism is active you will only die when reaching -946 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Constitution stat. | 
| Infusion | Effective talent level: 1.0Movement Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 720% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. | 
| Infusion | Effective talent level: 1.0Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 21% for 5 turns. | 
| Rune | Effective talent level: 1.0Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 514 damage for 4 turns. Its effects scale with your Strength stat. | 
| Rune | Effective talent level: 1.0Teleportation Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Cunning stat. | 
Class Talents
| Technique / Combat techniques | 1.40 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat veteran | 1.40 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.40 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Celestial / Light | 1.40 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cursed / Cursed aura | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Shield of Light | 
| talent | Weapon of Light | 
| talent | Chant of Fortitude | 
| talent | Second Life | 
| talent | Premonition | 
| talent | Retribution | 
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1Curse of Shrouds 1 Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. | 
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 | completed | 
| You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul.Escort: injured seer (level 1 of Ruins of Kor'Pul) As a reward you improved talent Arcane Eye (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell.Escort: lone alchemist (level 7 of Dreadfell) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara.Escort: lost sun paladin (level 1 of Daikara) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell.Escort: lost warrior (level 5 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell.Escort: repented thief (level 3 of Dreadfell) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You failed to protect the temporal explorer from death by luminous horror.Escort: temporal explorer (level 2 of Dreadfell) | failed | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| 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 Dragon. | 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 | 
| 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 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: 1333. | 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. | 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 south east 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. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 * You have killed both Ukllmswwik and Slasul, betraying them both. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | Duuuuh (0 def, 5 armour)Duuuuh (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: -10% Changes stats: +2 Str Damage when the wearer is hit: 8 lightning / 8 physical Changes resistances penetration: +10% lightning Maximum encumberance: +45 Physical save: +15 Spell save: +12 Mental save: +15 Stamina each turn: +0.60 Spellpower: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: A wall of water rushes out from the caster with radius 1, increasing 1 per turn to a maximum eventual radius of 4, doing 41.78 cold damage and 45.09 physical damage as well as knocking back targets each turn for 6 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
| On head | Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Damage when the wearer hits(melee): 5 % chance to summon an orc spirit Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. | 
| On hands | Gauntlets of Power (0 def, 3 armour)Gauntlets of Power (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 Armour: +3 Changes stats: +6 Str / +9 Con Damage when the wearer hits(melee): 2 nature Damage when the wearer is hit: 4 nature Changes resistances: +3% fire Physical save: +17 Spell save: +19 Mental save: +20 Life regen: +2.00 Stamina each turn: +1.40 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Slumber (10% chance level 5). Damage when this weapon hits: +56 physical / +4 fire / +16 fire burn Burst (radius 2) on crit: +4 fire It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 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 30% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool | Tree of LifeTree of Life Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 This small tree shaped totem is imbued with powerful healing energies. | 
| On fingers | Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Two-handed maiming +0.30 Technique / Warcries +0.30 Technique / Shield offense +0.30 Technique / Combat veteran +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Superiority +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
| On fingers | Goedalath Rock ringGoedalath Rock ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Damage when the wearer is hit: 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. | 
| Around neck | Garkul's TeethGarkul's Teeth Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% Only die when reaching: -100.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.6 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: A powerful shout, doing 383.87 physical damage in a radius 7 cone in front of you. The damage increases with 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. | 
| In main hand | Dawn's Blade (42-58.8 power, 4 apr) (Shrouds)Dawn's Blade (42-58.8 power, 4 apr) (Shrouds) Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 25% Mag, 75% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +20% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Light Talents cooldown: Healing Light (-2 turns) Barrier (-2 turns) Providence (-4 turns) Sun Flare (-2 turns) P.Energy each turn: +0.20 Spellpower: +10 Spell crit. chance: +4% Light radius: +2 Curse of Shrouds It can be used to invoke dawn, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. | 
| Around waist | Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| In off hand | Frozen Dreams (12 def, 26 armour, 61.5 dam, 414.5 block)Frozen Dreams (12 def, 26 armour, 61.5 dam, 414.5 block) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 61.5 - 73.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +414 Damage when this weapon hits: +4 blight / +20 ice / +4 lightning / +19 dreamforge Burst (radius 2) on crit: +4 lightning / +4 blight When wielded/worn: Armour: +26 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +6 Wil / +6 Con Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 20 cold / 19 dreamforge Changes resistances: +6% blight Talent granted: +5 Block Physical save: +15 Psi when hit: +3.00 Handheld deflection devices | 
| Cloak | spellcowled elven-silk cloak of sorcery (3 def, 0 armour)spellcowled elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +9 Mag / +7 Wil Spell save: +11 Maximum mana: +69.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Molten Skin (15 def, 12 armour)Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +5% light / +10% all / +20% fire Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: A wave of fire emanates from you with radius 5, knocking back anything caught inside and setting them ablaze and doing 225.34 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
Inventory
| movement infusion (795% speed; 7 turns)movement infusion (795% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 795% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| psychic's wild infusion (resist 22%; cure mental, physical)psychic's wild infusion (resist 22%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 22% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion (heal 425 over 5 turns)regeneration infusion (heal 425 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 425 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion (heal 277 over 5 turns)regeneration infusion (heal 277 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 277 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| regeneration infusion (heal 335 over 5 turns)regeneration infusion (heal 335 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 335 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| titan's movement infusion (821% speed; 6 turns)titan's movement infusion (821% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 821% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| titan's regeneration infusion (heal 579 over 5 turns)titan's regeneration infusion (heal 579 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 579 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| titan's wild infusion (resist 28%; cure mental)titan's wild infusion (resist 28%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 28% for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| warrior's movement infusion (1063% speed; 6 turns)warrior's movement infusion (1063% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 1063% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| warrior's regeneration infusion (heal 439 over 5 turns)warrior's regeneration infusion (heal 439 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 439 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 ability. | 
| warrior's regeneration infusion (heal 751 over 5 turns)warrior's regeneration infusion (heal 751 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 751 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 ability. | 
| wild infusion (resist 15%; cure magical, physical)wild infusion (resist 15%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 15% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion (resist 11%; cure magical, physical)wild infusion (resist 11%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 11% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion (resist 29%; cure mental, magical)wild infusion (resist 29%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 29% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's healing infusion (heal 390)wizard's healing infusion (heal 390) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 390 life. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's healing infusion (heal 326)wizard's healing infusion (heal 326) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 326 life. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's heroism infusion (+19 for 7 turns, die at -886)wizard's heroism infusion (+19 for 7 turns, die at -886) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 19 for 7 turns. Also while Heroism is active you will only die when reaching -886 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's heroism infusion (+19 for 7 turns, die at -628)wizard's heroism infusion (+19 for 7 turns, die at -628) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 19 for 7 turns. Also while Heroism is active you will only die when reaching -628 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's regeneration infusion (heal 607 over 5 turns)wizard's regeneration infusion (heal 607 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's wild infusion (resist 19%; cure mental)wizard's wild infusion (resist 19%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wizard's wild infusion (resist 20%; cure magical)wizard's wild infusion (resist 20%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 20% for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| Rune of the Rift (378.00 temporal damage, removed from time 4 turns)Rune of the Rift (378.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 476.28 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (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 ability. | 
| controlled phase door rune (range 9)controlled phase door rune (range 9) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| controlled phase door rune (range 9)controlled phase door rune (range 9) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| controlled phase door rune (range 9)controlled phase door rune (range 9) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| controlled phase door rune (range 6)controlled phase door rune (range 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 6. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.controlled phase door rune (range 9) controlled phase door rune (range 9) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| controlled phase door rune (range 6)controlled phase door rune (range 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 6. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| duelist's shielding rune (absorb 387 for 5 turns)duelist's shielding rune (absorb 387 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 387 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| duelist's shielding rune (absorb 203 for 4 turns)duelist's shielding rune (absorb 203 for 4 turns) Powered by arcane forces 0.10 Encumbrance. 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 Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 203 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.frozen spear rune (295 cold damage) frozen spear rune (295 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a bolt of ice doing 294.84 cold damage with a chance to freeze the target. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.frozen spear rune (352 cold damage) frozen spear rune (352 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a bolt of ice doing 351.54 cold damage with a chance to freeze the target. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| manasurge rune (601% regen over 10 turns; 30 instant mana)manasurge rune (601% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 601% over 10 turns and instantly restoring 30 mana. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| psychic's controlled phase door rune (range 12)psychic's controlled phase door rune (range 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 12. Its effects scale with your Willpower 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 ability. | 
| shielding rune (absorb 229 for 4 turns)shielding rune (absorb 229 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 229 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.shielding rune (absorb 319 for 7 turns) shielding rune (absorb 319 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 319 damage for 7 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| titan's shielding rune (absorb 579 for 4 turns)titan's shielding rune (absorb 579 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 579 damage for 4 turns. 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 ability. | 
| warrior's shielding rune (absorb 585 for 6 turns)warrior's shielding rune (absorb 585 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 585 damage for 6 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 ability. | 
| warrior's shielding rune (absorb 426 for 5 turns)warrior's shielding rune (absorb 426 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 426 damage for 5 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 ability. | 
| warrior's teleportation rune (range 136)warrior's teleportation rune (range 136) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 136 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 ability. | 
| wizard's controlled phase door rune (range 12)wizard's controlled phase door rune (range 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 12. Its effects scale with your Magic 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 ability. | 
| wizard's shielding rune (absorb 355 for 5 turns)wizard's shielding rune (absorb 355 for 5 turns) Powered by arcane forces 0.10 Encumbrance. 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 Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 355 damage for 5 turns. Its effects scale with your Magic 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 ability. | 
| Sealed Scroll of Last HopeSealed Scroll of Last Hope 0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score | 
| Limmir's Amulet of the MoonLimmir's Amulet of the Moon 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun / +9 Con Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Amulets can have magical properties. | 
| Limmir's Amulet of the MoonLimmir's Amulet of the Moon 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +4 Changes resistances: +4% all Changes damage: +18% all Spell crit. chance: +9% Mental crit. chance: +9% Amulets can have magical properties. | 
| Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chances to blind Changes resistances: +20% light Changes damage: +10% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
| Unflinching EyeUnflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 1.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so but it can not see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4 if cast on a creature it will follow it until it expires or until the creature dies. At level 5 it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. | 
| anchoring gold amulet of visionanchoring gold amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Blindness immunity: +24% Knockback immunity: +31% Infravision radius: +2 See invisible: +8 Amulets can have magical properties. | 
| archmage's voratun amulet of seductionarchmage's voratun amulet of seduction Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +6% fire / +6% cold / +6% lightning / +8% acid Stamina when hit: +2.10 Mana when hit: +3.90 Equilibrium when hit: +1.30 Psi when hit: +2.10 Hate when hit: +0.10 Spellpower: +4 Spell crit. chance: +5% It can be used to forces nearby enemies to attack you (rad 12), placing all other charms into a 15 cooldown. Amulets can have magical properties. | 
| archmage's voratun amulet of soulsearingarchmage's voratun amulet of soulsearing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +19% fire / +6% cold / +7% lightning / +6% acid / +10% blight Critical mult.: +15.00% Spellpower: +13 Spell crit. chance: +5% Amulets can have magical properties. | 
| enraging voratun amulet of healingenraging voratun amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 Changes damage: +8% physical Cut immunity: +70% Combat speed: +10% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 2.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Imbues your body with natural energies, healing for 232 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
| insulating gold amulet of the fishinsulating gold amulet of the fish Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% fire / +16% cold Allows you to breathe in: water Amulets can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.insulating voratun amulet insulating voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% fire / +30% cold Amulets can have magical properties. | 
| mindweaver's voratun amulet of mastery (0.36 Celestial / Sun)mindweaver's voratun amulet of mastery (0.36 Celestial / Sun) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun Talent mastery: +0.36 Celestial / Sun Mental save: +13 Confusion immunity: +19% Mindpower: +10 Amulets can have magical properties. | 
| shielding gold amulet of mastery (0.21 Technique / Combat techniques)shielding gold amulet of mastery (0.21 Technique / Combat techniques) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% light Talent mastery: +0.21 Technique / Combat techniques Blindness immunity: +29% Amulets can have magical properties. | 
| steel amulet of manastreamingsteel amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.15 Maximum mana: +23.00 Amulets can have magical properties. | 
| voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. | 
| voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. | 
| voratun amulet 'Thunderwilter'voratun amulet 'Thunderwilter' Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 Armour penetration: +6 Physical crit. chance: +4.0% Changes stats: +6 Str / +6 Dex / +15 Wil Damage when the wearer is hit: 12 acid Changes resistances: +9% lightning Changes damage: +6% lightning Critical mult.: +18.00% Amulets can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.voratun amulet of the chosen voratun amulet of the chosen Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 12 light Damage when the wearer is hit: 15 light Changes resistances: +12% light Amulets can have magical properties. | 
| Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. | 
| Glory of the PrideGlory of the Pride Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 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. | 
| NightsongNightsong Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
| Prothotipe's Prismatic Eye ringProthotipe's Prismatic Eye ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Rings can have magical properties. | 
| Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| conjurer's gold ring of physical power conjurer's gold ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +6 Mag / +6 Wil Spellpower: +9 Rings can have magical properties. | 
| conjurer's voratun ring of wardingconjurer's voratun ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +15% fire / +23% cold / +21% lightning / +24% acid Spellpower: +12 Rings can have magical properties. | 
| copper ring of corrosion (+22%)copper ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. | 
| copper ring of nature (+22%)copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. | 
| gladiator's gold ring of miserygladiator's gold ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +5 Str / +3 Cun / +5 Con Hate when firing a critical mind attack: +1.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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 40%. Rings can have magical properties. | 
| gladiator's stralite ring of miserygladiator's stralite ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 Changes stats: +6 Str / +4 Cun / +4 Con Hate when firing a critical mind attack: +1.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits the target will bleed for 293% weapon damage over 7 turns and all healing will be reduced by 30%. Rings can have magical properties. | 
| savage's voratun ring of lifesavage's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +12 Life regen: +0.80 Maximum life: +76.00 Maximum stamina: +34.00 Healing mod.: +20% Rings can have magical properties. | 
| sneakthief's steel ring of sensingsneakthief's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Dex Blindness immunity: +25% See stealth: +6 See invisible: +10 Rings can have magical properties. | 
| steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| titan's steel ring of lightning (+22%)titan's steel ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 Rings can have magical properties. | 
| voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. | 
| wizard's stralite ring of tenacitywizard's stralite ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +25% Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.hateful voratun battleaxe of the leech (54.5-81.75 power, 4 apr) (Shrouds) hateful voratun battleaxe of the leech (54.5-81.75 power, 4 apr) (Shrouds) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +22 darkness / +21 slime Damage against: +28% Humanoid When wielded/worn: Damage when the wearer is hit: 14 slime Curse of Shrouds Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.huntsman's voratun greatmaul of nature (68-102 power, 4 apr) (Shrouds) huntsman's voratun greatmaul of nature (68-102 power, 4 apr) (Shrouds) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +22 nature Damage conversion: 47% nature Damage against: +20% Animal When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +16% nature Curse of Shrouds Massive two-handed maul. | 
| This item will automatically be transmogrified when you leave the level.thunderous voratun greatsword of torment (61.5-98.4 power, 4 apr) (Corpses) thunderous voratun greatsword of torment (61.5-98.4 power, 4 apr) (Corpses) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage conversion: 60% lightning daze When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag / +5 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% mind / +14% darkness / +17% lightning Curse of Corpses Massive two-handed swords. | 
| Anmalice (38-53.2 power, 20 apr) (Corpses)Anmalice (38-53.2 power, 20 apr) (Corpses) Requires: - Willpower 20 - Strength 32 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 20% Wil, 80% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +8 Curse of Corpses The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. | 
| Blade of Distorted Time (40-56 power, 10 apr) (Shrouds)Blade of Distorted Time (40-56 power, 10 apr) (Shrouds) Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% to slow target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal Curse of Shrouds It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Creates a wake of temporal energy that deals 104.78 damage in a beam as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with rethread will reduce your Paradox by 2. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. | 
| This item will automatically be transmogrified when you leave the level.manaburning voratun longsword of evisceration (43-60.2 power, 6 apr) (Corpses) manaburning voratun longsword of evisceration (43-60.2 power, 6 apr) (Corpses) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +24 manaburn When wielded/worn: Physical crit. chance: +14.0% Physical power: +7 Curse of Corpses Sharp, long, and deadly. | 
| This item will automatically be transmogrified when you leave the level.warbringer's voratun longsword of vileness (41.5-58.1 power, 6 apr) (Madness) warbringer's voratun longsword of vileness (41.5-58.1 power, 6 apr) (Madness) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +19 blight Burst (radius 2) on crit: +27 corrupted blood When wielded/worn: Physical power: +12 Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +25% Curse of Madness Sharp, long, and deadly. | 
| Ureslak's Starry Femur (52-72.8 power, 5 apr) (Nightmares)Ureslak's Starry Femur (52-72.8 power, 5 apr) (Nightmares) Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Blinding darkness Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to shimer to a different hue and gain powers When wielded/worn: Changes resistances: +45% darkness Changes resistances penetration: +30% darkness Changes damage: +30% darkness Physical save: +15 Spell save: +15 Mental save: +15 Curse of Nightmares A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. | 
| This item will automatically be transmogrified when you leave the level.elemental voratun mace (45-63 power, 6 apr) (Nightmares) elemental voratun mace (45-63 power, 6 apr) (Nightmares) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 22% fire / 24% cold / 17% lightning / 13% acid Curse of Nightmares Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.warbringer's voratun mace of crippling (46-64.4 power, 6 apr) (Nightmares) warbringer's voratun mace of crippling (46-64.4 power, 6 apr) (Nightmares) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +11.0% Physical power: +6 Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +35% Curse of Nightmares Blunt and deadly. | 
| warbringer's voratun mace of rage (43.5-60.9 power, 6 apr) (Nightmares)warbringer's voratun mace of rage (43.5-60.9 power, 6 apr) (Nightmares) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical power: +8 Changes stats: +4 Str / +3 Con Changes resistances penetration: +8% physical Changes damage: +10% physical Disarm immunity: +19% Stamina when hit: +1.50 Curse of Nightmares Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.horrifying living mindstar of storms (16-17.6 power, 40 apr, mind damage) (Misfortune) horrifying living mindstar of storms (16-17.6 power, 40 apr, mind damage) (Misfortune) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 mind / 7 lightning / 5 darkness Changes resistances: +8% lightning Changes resistances penetration: +8% lightning Changes damage: +10% mind / +6% lightning / +8% darkness Mindpower: +5 Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| This item will automatically be transmogrified when you leave the level.throat-seeking drakeskin leather sling (Madness) throat-seeking drakeskin leather sling (Madness) Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 Special effect when this weapon crits: silences the target Damage when this weapon hits(ranged): +16 nature When wielded/worn: Changes resistances penetration: +11% nature Curse of Madness Slings are used to hurl stones or metal shots at your foes. | 
| This item will automatically be transmogrified when you leave the level.Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. 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." | 
| Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) (Corpses)Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) (Corpses) Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% Curse of Corpses The top part of Telos's broken staff. | 
| This item will automatically be transmogrified when you leave the level.blighted dragonbone vilestaff of might (30-36 power, 6 apr, acid damage) (Shrouds) blighted dragonbone vilestaff of might (30-36 power, 6 apr, acid damage) (Shrouds) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +20.00 Spellpower: +15 Spell crit. chance: +17% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.ethereal dragonbone starstaff of fate (30-36 power, 6 apr, temporal damage) (Madness) ethereal dragonbone starstaff of fate (30-36 power, 6 apr, temporal damage) (Madness) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +9 Changes damage: +30% temporal Talent granted: +1 Command Staff Physical save: +7 Spell save: +9 Mental save: +9 Spellpower: +15 Spell crit. chance: +5% Damage Shield penetration: +50% Curse of Madness Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.ethereal dragonbone vilestaff of breaching (30-36 power, 6 apr, fire damage) (Corpses) ethereal dragonbone vilestaff of breaching (30-36 power, 6 apr, fire damage) (Corpses) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Damage Shield penetration: +37% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.shimmering dragonbone magestaff (30-36 power, 6 apr, arcane damage) (Madness) shimmering dragonbone magestaff (30-36 power, 6 apr, arcane damage) (Madness) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Maximum mana: +95.00 Spellpower: +15 Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.void walker's dragonbone magestaff of warding (30-36 power, 6 apr, lightning damage) (Corpses) void walker's dragonbone magestaff of warding (30-36 power, 6 apr, lightning damage) (Corpses) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Maximum wards: +2 lightning Changes damage: +30% lightning Talents granted: +4 Ward +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Defense after a teleport: +8 Resist all after a teleport: +12% Effect duration reduction after a teleport: +35% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. | 
| Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (Corpses)Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (Corpses) Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical + bleeding Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 Curse of Corpses This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. | 
| This item will automatically be transmogrified when you leave the level.blazebringer's voratun waraxe of the mystic (39-54.6 power, 6 apr) (Nightmares) blazebringer's voratun waraxe of the mystic (39-54.6 power, 6 apr) (Nightmares) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 42% fire When wielded/worn: Changes stats: +7 Mag / +5 Wil Changes resistances penetration: +14% fire Spellpower: +10 Global speed: +5% Curse of Nightmares One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.huntsman's voratun waraxe of shearing (40.5-56.7 power, 6 apr) (Corpses) huntsman's voratun waraxe of shearing (40.5-56.7 power, 6 apr) (Corpses) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +16 nature Damage against: +19% Animal When wielded/worn: Armour penetration: +14 Changes resistances penetration: +12% physical Changes damage: +12% physical Curse of Corpses One-handed war axes. | 
| voratun waraxe 'Galewrest' (41-57.4 power, 6 apr) (Nightmares)voratun waraxe 'Galewrest' (41-57.4 power, 6 apr) (Nightmares) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +11 Armour penetration: +11 Physical crit. chance: +11.0% Physical power: +12 Defense: +11 Changes stats: +7 Con Changes resistances penetration: +13% physical / +15% lightning Critical mult.: +20.00% Disarm immunity: +28% Curse of Nightmares One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.balancing drakeskin leather belt of burglary balancing drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +8 Physical crit. chance: +5.0% Changes stats: +4 Dex / +6 Cun / +5 Lck Trap disarming bonus: +16 Stealth bonus: +13 Infravision radius: +4 A belt that goes around your waist. | 
| hardened leather belt 'Armiyagund'hardened leather belt 'Armiyagund' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 Changes resistances: +8% fire / +8% cold / +6% acid Critical mult.: +8.00% Pinning immunity: +15% Knockback immunity: +10% A belt that goes around your waist. | 
| skylord's drakeskin leather belt of containmentskylord's drakeskin leather belt of containment Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Wil / +4 Cun / +8 Con Physical save: +26 Spell save: +12 Mental save: +12 Maximum stamina: +21.00 A belt that goes around your waist. | 
| Beletir (2 def, 0 armour)Beletir (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +5 Defense: +2 Fatigue: -6% Changes stats: +3 Cun / +3 Dex Damage when the wearer hits(melee): 4 arcane Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Ureslak's Molted Scales (0 def, 0 armour)Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: -30% arcane / +20% fire / +20% cold / +20% lightning / +20% nature / +20% darkness Changes resistances cap: -30% arcane / +5% fire / +5% cold / +5% lightning / +5% nature / +5% darkness This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
| Wind's Whisper (4 def, 0 armour)Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 31% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. | 
| cashmere cloak 'Voidwilder' (13 def, 8 armour)cashmere cloak 'Voidwilder' (13 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +8 Armour: +8 Defense: +13 Changes stats: +4 Cun / +4 Dex Damage when the wearer is hit: 8 darkness Changes resistances: +12% acid Changes resistances penetration: +15% acid Changes damage: +6% darkness Physical save: +22 Spell save: +11 Mental save: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| This item will automatically be transmogrified when you leave the level.lightening elven-silk cloak of clarity (3 def, 0 armour) lightening elven-silk cloak of clarity (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Fatigue: -5% Mental save: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| This item will automatically be transmogrified when you leave the level.elven-silk robe of light (+28%) (5 def, 0 armour) elven-silk robe of light (+28%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +28% light Changes damage: +19% light A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.fearwoven elven-silk robe of chaos (5 def, 0 armour) fearwoven elven-silk robe of chaos (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +10% physical / -11% arcane / +13% fire / -11% cold / -13% nature / +11% blight Changes resistances penetration: +20% physical / +13% fire / +16% blight Changes damage: +19% darkness Maximum hate: +15.00 Mindpower: +8 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of retribution (5 def, 0 armour) shimmering elven-silk robe of retribution (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when the wearer is hit: 13 fire / 12 cold / 13 lightning / 12 acid Changes damage: +18% arcane Maximum mana: +91.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of nature (+43%) (5 def, 0 armour) verdant elven-silk robe of nature (+43%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +5 Con Changes resistances: +43% nature Changes damage: +29% nature Life regen: +1.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Aetherwalk (4 def, 0 armour)Aetherwalk (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 4 When wielded/worn: Defense: +4 Fatigue: +1% Changes stats: +5 Mag Changes resistances: +10% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
| Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| blightbringer's pair of drakeskin leather boots of strife (0 def, 5 armour)blightbringer's pair of drakeskin leather boots of strife (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Spellpower: +7 Mindpower: +4 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard giving you 31 extra defense for 1 turn. A pair of boots made of leather. | 
| This item will automatically be transmogrified when you leave the level.dreamer's pair of voratun boots of phasing (0 def, 5 armour) dreamer's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Wil Physical save: +12 Spell save: +12 Mental save: +13 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.invigorating pair of drakeskin leather boots of evasion (12 def, 5 armour) invigorating pair of drakeskin leather boots of evasion (12 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 Fatigue: -4% Maximum life: +59.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 42% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. A pair of boots made of leather. | 
| This item will automatically be transmogrified when you leave the level.invigorating pair of voratun boots of disengagement (0 def, 5 armour) invigorating pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +2 Cun / +3 Dex Maximum life: +45.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.miner's pair of drakeskin leather boots of tirelessness (0 def, 15 armour) miner's pair of drakeskin leather boots of tirelessness (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Stamina each turn: +1.00 Maximum stamina: +34.00 A pair of boots made of leather. | 
| This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of strife (0 def, 5 armour) pair of drakeskin leather boots of strife (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil Mindpower: +5 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard giving you 26 extra defense for 1 turn. A pair of boots made of leather. | 
| This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots of rushing (0 def, 5 armour) restorative pair of voratun boots of rushing (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +3 Con Life regen: +1.50 Healing mod.: +30% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.2 Power cost: 25 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| wanderer's pair of voratun boots of spellbinding (0 def, 5 armour)wanderer's pair of voratun boots of spellbinding (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Con / +4 Mag Physical save: +9 Spell save: +5 Mental save: +14 Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 80% Damage when this weapon hits: +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. | 
| Storm Bringer's Gauntlets (0 def, 3 armour)Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 80% When this weapon hits: Lightning (10% chance level 3). Damage when this weapon hits: +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Invokes a forking beam of lightning doing 72.12 to 216.36 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. | 
| This item will automatically be transmogrified when you leave the level.archer's drakeskin leather gloves of butchering (0 def, 3 armour) archer's drakeskin leather gloves of butchering (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 Armour penetration: +9 Physical power: +7 Armour: +3 Changes stats: +4 Cun / +4 Dex Changes resistances: +8% blight Spell save: +7 When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy: +11 Armour Penetration: +30 Physical crit. chance: +5.0% When this weapon hits: Perfect Strike (15% chance level 5). Damage when this weapon hits: +16 slime / +27 acid It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| This item will automatically be transmogrified when you leave the level.archer's voratun gauntlets of dispersion (0 def, 3 armour) archer's voratun gauntlets of dispersion (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +9 Armour: +3 Changes stats: +5 Dex / +5 Mag / +4 Cun Changes resistances: +8% arcane When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy: +9 Armour Penetration: +24 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 5). Damage when this weapon hits: +18 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Removes up to 3 magical effects (good effects from foes and bad effects from friends) from the target. At level 3 it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. | 
| voratun gauntlets of dispersion (0 def, 3 armour)voratun gauntlets of dispersion (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Mag Changes resistances: +7% arcane When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Manathrust (10% chance level 3). Damage when this weapon hits: +13 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Removes up to 3 magical effects (good effects from foes and bad effects from friends) from the target. At level 3 it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Crown of the Elements (0 def, 5 armour)Crown of the Elements (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid See invisible: +15 This jeweled crown shimmers with colors. | 
| Dragon-helm of Kroltar (5 def, 9 armour)Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Strength 35 - Talent Armour Training (level 4) Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Physical save: +0 Spell save: +0 Mental save: +0 It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.8 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. | 
| Dragonskull Helm (0 def, 2 armour)Dragonskull Helm (0 def, 2 armour) Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. | 
| This item will automatically be transmogrified when you leave the level.Saletira the Radianceraze (3 def, 0 armour) Saletira the Radianceraze (3 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +11 Wil Changes damage: +12% light Critical mult.: +10.00% Physical save: +10 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Mindpower: +5 A pointy cloth hat, very wizardly... | 
| This item will automatically be transmogrified when you leave the level.champion's voratun helm of fortune (0 def, 5 armour) champion's voratun helm of fortune (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Wil / +7 Lck Mental save: +15 Spell crit. chance: +3% Mental crit. chance: +4% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| This item will automatically be transmogrified when you leave the level.drakeskin leather cap (0 def, 5 armour) drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. | 
| This item will automatically be transmogrified when you leave the level.drakeskin leather cap of dexterity (+5) (0 def, 5 armour) drakeskin leather cap of dexterity (+5) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Dex A cap made of leather. | 
| This item will automatically be transmogrified when you leave the level.thaloren voratun helm of sanctity (0 def, 5 armour) thaloren voratun helm of sanctity (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +6% darkness / +10% blight Mental save: +23 It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Creates a circle of radius 3 at your feet, it protects you from silence effects while you remain in its radius and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Scale Mail of Kroltar (10 def, 14 armour)Scale Mail of Kroltar (10 def, 14 armour) Requires: - Strength 38 - Talent Armour Training (level 2) Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.3 Power cost: 50 out of 80/80. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Raging flames burn foes and allies alike doing 81.55 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. | 
| This item will automatically be transmogrified when you leave the level.cleansing voratun mail armour of acid resistance (5 def, 10 armour) cleansing voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes resistances: +23% acid / +20% nature / +19% blight A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.cleansing voratun mail armour of command (18 def, 18 armour) cleansing voratun mail armour of command (18 def, 18 armour) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +18 Fatigue: +16% Changes stats: +4 Cun Changes resistances: +16% nature / +18% blight Mental save: +22 A suit of armour made of mail. | 
| Plate Armor of the King (15 def, 20 armour)Plate Armor of the King (15 def, 20 armour) Requires: - Strength 48 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. | 
| This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour of thunder (9 def, 16 armour) fortifying voratun plate armour of thunder (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +13 Str / +7 Mag / +5 Con Maximum life: +93.00 Spell crit. chance: +5% A suit of armour made of metal plates. | 
| This item will automatically be transmogrified when you leave the level.hardened voratun plate armour of command (23 def, 31 armour) hardened voratun plate armour of command (23 def, 31 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +23 Fatigue: +26% Changes stats: +5 Cun Changes resistances: +12% physical / +12% fire / +10% cold / +13% lightning / +11% acid Mental save: +18 A suit of armour made of metal plates. | 
| hardened voratun plate armour of the dragon (9 def, 24 armour)hardened voratun plate armour of the dragon (9 def, 24 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 Fatigue: +26% Changes stats: +4 Str / +3 Con Changes resistances: +23% physical / +21% fire / +19% cold / +25% lightning / +20% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +29% Knockback immunity: +36% A suit of armour made of metal plates. | 
| This item will automatically be transmogrified when you leave the level.voratun plate armour (9 def, 16 armour) voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 4) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% A suit of armour made of metal plates. | 
| Essence of BearnessEssence of Bearness Infused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! | 
| This item will automatically be transmogrified when you leave the level.flaming quiver of dragonbone arrows of daylight (13/13, 53.5-74.9 power, 18 apr) flaming quiver of dragonbone arrows of daylight (13/13, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Damage when this weapon hits(ranged): +13 light Burst (radius 1) on hit: +20 fire Damage against: +23% Undead Arrows are used with bows to pierce your foes to death. | 
| 716 alchemist agate716 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. | 
| Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. | 
| Mummified Egg-sac of UngolëMummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. | 
| Dúathedlen HeartDúathedlen Heart Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10.00 Travel Speed: 2000% of base Is Spell: true Description: Project a bolt of corrupted blood doing 252.47 blight damage and healing you for half the damage done. The damage will increase with Magic stat. This dark red heart still beats despite being seperated from its owner. It also snuffs out any light source that comes near it. | 
| Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
| The Bladed RiftThe Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical + bleeding Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
| Crystal HeartCrystal Heart Powered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
| Telos's Staff CrystalTelos's Staff Crystal Powered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 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 It can be used to combine with a staff, costing 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)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, costing 1 power out of 1/1. This orb is warm to the touch. | 
| Elemental Orb (Orb of Command)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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
| Orb of Destruction (Orb of Command)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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
| Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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 ScryingOrb of Scrying Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. | 
| Orb of Undeath (Orb of Command)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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
| Atamathon's Ruby EyeAtamathon's Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. | 
| 49 alchemist bloodstone49 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. | 
| Gwai's BurninatorGwai's Burninator Powered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
| Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| Rod of Spydric Poison (3/3)Rod of Spydric Poison (3/3) Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| This item will automatically be transmogrified when you leave the level.quiet voratun torque of mindblast [power 249]  (6 cooldown) quiet voratun torque of mindblast [power 249] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to fire a blast of psionic energies in a beam (dam 124-249), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| Corpsepain of thorny skin [power 31]  (20 cooldown)Corpsepain of thorny skin [power 31]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% nature Cut immunity: +25% Silence immunity: +20% Stun/Freeze immunity: +35% It can be used to hardens the skin for 6 turns increasing armour by 31 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| Starcut of cure poisons [power 3]  (20 cooldown)Starcut of cure poisons [power 3]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +25% light / +10% fire Light radius: +2 It can be used to removes up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| This item will automatically be transmogrified when you leave the level.dragonbone totem of cure poisons [power 4]  (20 cooldown) dragonbone totem of cure poisons [power 4] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to removes up to 4 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| rushing dragonbone totem of healing [power 212]  (35 cooldown)rushing dragonbone totem of healing [power 212]  (35 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +4 Rushing Claws It can be used to heals the target for 212, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| This item will automatically be transmogrified when you leave the level.tentacled dragonbone totem of cure poisons [power 4]  (20 cooldown) tentacled dragonbone totem of cure poisons [power 4] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to removes up to 4 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| Airrupture of detection [power 8]  (15 cooldown)Airrupture of detection [power 8]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 6 lightning Changes resistances: +15% lightning / +9% fire It can be used to detect the presence of creatures around you (rad 8), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| overpowered dragonbone wand of detection [power 17]  (22 cooldown)overpowered dragonbone wand of detection [power 17]  (22 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to detect the presence of creatures around you (rad 17), placing all other charms into a 22 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| warded elven-wood wand of conjuration [power 145]  (6 cooldown)warded elven-wood wand of conjuration [power 145]  (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 fire / +4 cold / +2 lightning / +3 blight / +2 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 72-145), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
| Pearl of Life and DeathPearl of Life and Death Infused by nature 2.00 Encumbrance. 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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By pTm the Dwarf Sun Paladin level 28
26th Voratun 123rd year of Ascendancy at 07:44 see stats
 Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By pTm the Dwarf Sun Paladin level 47
14th Profit 124th year of Ascendancy at 18:38 see stats
 Atamathoned!
			Killed the giant golem Atamathon after foolishly reactivating it.
			Atamathoned!
			Killed the giant golem Atamathon after foolishly reactivating it.By pTm the Dwarf Sun Paladin level 50
40th Dearth 124th year of Ascendancy at 05:20 see stats
 Back and there again
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By pTm the Dwarf Sun Paladin level 40
4th Iron 124th year of Ascendancy at 22:27 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By pTm the Dwarf Sun Paladin level 31
14th Profit 123rd year of Ascendancy at 05:02 see stats
 Clone War
			Destroyed your own Shade.
			Clone War
			Destroyed your own Shade.By pTm the Dwarf Sun Paladin level 42
2nd Gold 124th year of Ascendancy at 01:18 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By pTm the Dwarf Sun Paladin level 13
21st Dearth 122nd year of Ascendancy at 12:34 see stats
 Destroyer of the creation
			Killed Slasul.
			Destroyer of the creation
			Killed Slasul.By pTm the Dwarf Sun Paladin level 33
32nd Profit 123rd year of Ascendancy at 06:48 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By pTm the Dwarf Sun Paladin level 30
8th Profit 123rd year of Ascendancy at 00:37 see stats
 Dragon's Greed
			Amass 8000 gold pieces.
			Dragon's Greed
			Amass 8000 gold pieces.By pTm the Dwarf Sun Paladin level 50
10th Wealth 124th year of Ascendancy at 18:28 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic
			Earth Master
			Killed Harkor'Zun and unlocked Stone magicBy pTm the Dwarf Sun Paladin level 29
6th Profit 123rd year of Ascendancy at 07:24 see stats
 Evil denied
			Won ToME by preventing the Void portal to open.
			Evil denied
			Won ToME by preventing the Void portal to open.By pTm the Dwarf Sun Paladin level 50
17th Shortage 124th year of Ascendancy at 03:50 see stats
 Exterminator
			Killed 1000 creatures
			Exterminator
			Killed 1000 creaturesBy pTm the Dwarf Sun Paladin level 18
10th Shortage 122nd year of Ascendancy at 17:12 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By pTm the Dwarf Sun Paladin level 21
11st Iron 123rd year of Ascendancy at 12:25 see stats
 Fear me not!
			Survive the Fearscape!
			Fear me not!
			Survive the Fearscape!By pTm the Dwarf Sun Paladin level 36
30th Wealth 123rd year of Ascendancy at 09:58 see stats
 Flooder
			Defeated Ukllmswwik while doing his own quest.
			Flooder
			Defeated Ukllmswwik while doing his own quest.By pTm the Dwarf Sun Paladin level 34
32nd Profit 123rd year of Ascendancy at 08:50 see stats
 Gem of the Moon
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon
			Completed the Master Jeweler quest with Limmir.By pTm the Dwarf Sun Paladin level 49
29th Profit 124th year of Ascendancy at 11:59 see stats
 Genocide
			Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
			Genocide
			Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By pTm the Dwarf Sun Paladin level 32
22nd Profit 123rd year of Ascendancy at 21:01 see stats
 Home sweet home
			Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By pTm the Dwarf Sun Paladin level 19
14th Shortage 122nd year of Ascendancy at 00:24 see stats
 I cleared the room of death and all I got was this lousy achievement!
			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!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By pTm the Dwarf Sun Paladin level 48
15th Profit 124th year of Ascendancy at 00:58 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By pTm the Dwarf Sun Paladin level 10
6th Profit 122nd year of Ascendancy at 18:06 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By pTm the Dwarf Sun Paladin level 20
21st Shortage 122nd year of Ascendancy at 04:34 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By pTm the Dwarf Sun Paladin level 30
7th Profit 123rd year of Ascendancy at 17:24 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By pTm the Dwarf Sun Paladin level 40
1st Iron 124th year of Ascendancy at 03:08 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By pTm the Dwarf Sun Paladin level 50
41st Profit 124th year of Ascendancy at 15:08 see stats
 Orcrist
			Killed the leaders of the Orc Pride.
			Orcrist
			Killed the leaders of the Orc Pride.By pTm the Dwarf Sun Paladin level 49
41st Profit 124th year of Ascendancy at 15:08 see stats
 Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.By pTm the Dwarf Sun Paladin level 44
24th Gold 124th year of Ascendancy at 01:59 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By pTm the Dwarf Sun Paladin level 11
38th Profit 122nd year of Ascendancy at 20:42 see stats
 Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By pTm the Dwarf Sun Paladin level 24
9th Stralite 123rd year of Ascendancy at 20:02 see stats
 Size matters
			Do over 600 damage in one attack
			Size matters
			Do over 600 damage in one attackBy pTm the Dwarf Sun Paladin level 29
3rd Profit 123rd year of Ascendancy at 06:27 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By pTm the Dwarf Sun Paladin level 30
8th Profit 123rd year of Ascendancy at 08:11 see stats
 Squadmate
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By pTm the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 21:28 see stats
 Tactical master
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master
			Fought the two Sorcerers without closing any invocation portals.By pTm the Dwarf Sun Paladin level 50
17th Shortage 124th year of Ascendancy at 03:48 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By pTm the Dwarf Sun Paladin level 7
1st Acquisition 122nd year of Ascendancy at 12:40 see stats
 The Right thing to do
			You did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			You did the righteous thing in the ring of blood and disposed of the Blood Master.By pTm the Dwarf Sun Paladin level 21
19th Iron 123rd year of Ascendancy at 04:43 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By pTm the Dwarf Sun Paladin level 10
18th Profit 122nd year of Ascendancy at 06:16 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By pTm the Dwarf Sun Paladin level 36
24th Wealth 123rd year of Ascendancy at 17:30 see stats
 Treasure Hoarder
			Amass 3000 gold pieces.
			Treasure Hoarder
			Amass 3000 gold pieces.By pTm the Dwarf Sun Paladin level 27
35th Stralite 123rd year of Ascendancy at 19:22 see stats
 Treasure Hunter
			Amass 1000 gold pieces.
			Treasure Hunter
			Amass 1000 gold pieces.By pTm the Dwarf Sun Paladin level 18
9th Shortage 122nd year of Ascendancy at 22:41 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By pTm the Dwarf Sun Paladin level 27
36th Stralite 123rd year of Ascendancy at 10:38 see stats
Log
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
Ran for 10 turns (stop reason: terrain ahead blocks).
Ran for 10 turns (stop reason: terrain change on left side).
Ran for 9 turns (stop reason: terrain change on left side).
Ran for 6 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on right side).
High Sun Paladin Aeryn uses Block.
Ran for 8 turns (stop reason: terrain change on left side).
High Sun Paladin Aeryn uses Block.
Ran for 9 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on right side).
Ran for 7 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: terrain change on the left).
Ran for 3 turns (stop reason: terrain change on left side).
Ran for 8 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on right side).
Ran for 7 turns (stop reason: terrain change on left side).
Ran for 7 turns (stop reason: terrain ahead blocks).
Ran for 2 turns (stop reason: terrain change on the left).
Ran for 2 turns (stop reason: terrain ahead blocks).
Ran for 4 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 7 turns (stop reason: terrain change on right side).
Ran for 4 turns (stop reason: terrain change on left side).
Ran for 10 turns (stop reason: terrain ahead blocks).
Ran for 10 turns (stop reason: terrain change on left side).
