













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Skirmisher | 
| Level / Exp | 50 / 2471% | 
| Size | medium | 
| Lifes / Deaths | Killed by Rodod the dwarf at level 21 on the 42nd Dearth 122nd year of Ascendancy at 01:136 / 1 | 
Primary Stats
| Strength | 91 (base 50) | 
| Dexterity | 113 (base 60) | 
| Constitution | 89 (base 45) | 
| Magic | 21 (base 10) | 
| Willpower | 33 (base 11) | 
| Cunning | 109 (base 60) | 
Resources
| Life | 1734/1734 | 
| Stamina | 326/326 | 
| Healing Factor | 1.7578604441649 | 
| Regeneration | 21.186238003689 | 
Speed
| Mental | +15% | 
| Attack | +15% | 
| Movement | +49% | 
| Spell | +15% | 
| Global | +96.353718395664% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 7 | 
| See Stealth | 94.24780507941 | 
| See Invisible | 96.24780507941 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 207 | 
| Accuracy | 93 | 
| Crit Chance | 89% | 
| APR | 45 | 
| Speed | 0.78 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 64% | 
| Speed | 0.8695652173913 | 
Offense: Mind
| Mindpower | 46 | 
| Crit Chance | 77% | 
| Speed | 0.8695652173913 | 
Offense: Damage Bonus
| Physical | +84% | 
| Nature | +16% | 
| Mind | +10% | 
| Arcane | +16% | 
| Cold | +63% | 
| All | +4% | 
Offense: Damage Penetration
| Physical | +40% | 
| Darkness | +10% | 
| Nature | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 55.333955552641 (100%) | 
| Defense | 99 | 
| Ranged Defense | 101 | 
| Fatigue | 0 | 
| Physical Save | 75 | 
| Spell Save | 65 | 
| Mental Save | 78 | 
Defense: Resistances
| Arcane | + 23%( 70%) | 
| Mind | + 33%( 70%) | 
| All | + 18%( 70%) | 
| Darkness | + 55%( 70%) | 
| Temporal | + 53%( 70%) | 
| Physical | + 27%( 70%) | 
| Cold | + 56%( 70%) | 
| Fire | + 48%( 70%) | 
| Nature | + 27%( 70%) | 
Defense: Immunities
| Disarm Resistance | 0% | 
| Bleed Resistance | 23% | 
| Confusion Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 30% | 
| Poison Resistance | 0% | 
| Knockback Resistance | 30% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 2.5Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 2.5Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
| Infusions | Effective talent level: 2.5Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 991% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 2.5Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
Class Talents
| Cunning / Poisons | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Tireless Combatant | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cunning / Called Shots | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Counter Shot | 
| talent | Trained Reactions | 
| talent | Pace Yourself | 
| talent | Apply Poison | 
| talent | Numbing Poison | 
| talent | Crippling Poison | 
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage.Frozen Ground | 
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power.Disciplined Aura | 
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You failed to protect the lost warrior from death by Belemiwen the ghoul.Escort: lost warrior (level 1 of Dreadfell) | failed | 
| You failed to protect the lost warrior from death by Voruthra the treant.Escort: lost warrior (level 1 of Old Forest) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Unflinching Resolve (+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 failed to protect the lost warrior from death by Zubyletira the dredge.Escort: lost warrior (level 8 of Dreadfell) | failed | 
| You failed to protect the repented thief from death by Cyrita the skeleton warrior.Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed | 
| You failed to protect the repented thief from death by Mayyvena the skeleton warrior.Escort: repented thief (level 3 of Dreadfell) | failed | 
| You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.Escort: repented thief (level 3 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell.Escort: repented thief (level 7 of Dreadfell) As a reward you improved Dexterity by +5. | 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 | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3028. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala.The Brotherhood of Alchemists Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 7 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. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| Quiver |  pouch of voratun shots 'Earudur' (20/20, 68-82 power, 6 apr) 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 68.0 - 81.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +16 mind +40 physical On Hit.r1 +16 mind +20 acid On Hit: * 21% chance to reduce armor by 22% * 20% chance to knock the target back 3 spaces and deal 185 physical damage On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Shots are used with slings to pummel your foes to death. | 
| Light source |  dwarven lantern 'Cleansebringer' 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% physical +12% nature +15% cold Apr +10 ----- def ----- Resists +27% fire Phys.save +12 (+3 eff.) Mind.save +15 (+4 eff.) Die.at -91.56 life ---------- misc Light +5 See.Stealth +23 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Camerin (5 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +5% Resists +12% temporal +3% mind +9% darkness Phys.save +13 (+3 eff.) Mind.save +30 (+7 eff.) Max.HP +40.00 Heal.mod +15% Battle Cry: Puts all charms on 23 cooldown Level 3.5 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Jetwrest the drakeskin leather gloves (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +2 Mag +2 Wil +6 Cun dps ---------- Phys.crit +28.0% Spell.crit +32% Mind.crit +36% Crit.mult +23.00% Acc +12 (+2 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Resists +30% darkness ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  dragonbone totem of stinging 'Dimbrace' [power 560]  (13 cooldown) 2.0 T5 totem charm [Rare] Nature While equipped: Stats +11 Dex +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% cold ----- def ----- Armour +6 Defense +15 (+3 eff.) Resists +6% darkness Sting an enemy dealing 650 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  stralite diamond ring 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +14 Dex +5 Mag +13 Wil +19 Cun +5 Con dps ---------- Mind.pwr +13 (+4 eff.) Mov.spd +19% Dmg.mod +12% arcane Res.pen +10% darkness Acc +35 (+7 eff.) On Hit (Melee): * 21% chance to reduce damage dealt by 24% ----- def ----- Defense +12 (+2 eff.) Phys.save +9 (+2 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 4.5 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! | 
| On fingers |  savage's stralite ring of pilfering 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Con dps ---------- Acc +15 (+3 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Spell.save +18 (+5 eff.) ---------- misc Max.stam +32.00 Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| Around neck |  Zanyromirorak the voratun amulet 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Str +9 Dex +10 Cun +7 Con dps ---------- Phys.crit +4.0% Mov.spd +10% Acc +30 (+6 eff.) Apr +4 ----- def ----- Fatigue -7% Resists +15% mind HP.reg +5.00 ---------- misc Stam/turn +4.23 Amulets make your neck look great! | 
| In main hand |  Nithan's Force 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 14 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... | 
| Around waist |  Moldwalker 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +9% Res.pen +15% nature ----- def ----- Resists +9% cold +9% fire Crit.chn- 5.00% Heal.mod +15% Disease- +20% Confus- +10% A belt that goes around your waist. | 
| In off hand |  Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+6 eff.) ----- def ----- Armour +4 Defense +8 (+1 eff.) Rng.Def +10 (+1 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. | 
| Cloak |  thick elven-silk cloak of the hunter (3 def, 9 armour) 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue -7% Resists +17% cold Max.HP +77.00 ---------- misc Max.stam +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Chosadin (20 def, 8 armour) 9.0 T5 light armor [Rare] Master While equipped: Stats +4 Str +11 Con dps ---------- Phys.crit +4.0% Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +33% physical Res.pen +25% physical Apr +3 ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +6% arcane Cut- +23% A suit of armour made of leather. | 
Inventory
|  Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  heroism infusion of the duelist (die at -651; dur 8; cd 34) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -651 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 651 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the duelist (speed 934%; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 934% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the sneak (speed 882%; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 882% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the wizard (speed 504%; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the duelist (heal 618; 13 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 618 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the sneak (heal 545; 17 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 545 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Rune of Reflection (--) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  Rune of the Rift (282.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 293.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the sneak (absorb 150; cd 19) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Daneth's Neckguard 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
|  Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
|  Frost Lord's Chain 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. | 
|  The Far-Hand 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (120). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. | 
|  Vox 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. | 
|  Zemekkys' Broken Hourglass 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 41 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. | 
|  gold amulet 'Corruptionwreath' 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% nature +3% fire Res.pen +15% nature Melee Ret 8 fire ----- def ----- Resists +15% fire +16% cold ---------- misc Masteries +0.28 Wild-gift/Harmony Amulets make your neck look great! | 
|  stralite amulet 'Brodorovon' 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +17 Lck +4 Mag dps ---------- Crit.mult +15.00% S.pwr/crit +6 Phasing +30% Acc +17 (+3 eff.) ----- def ----- Defense +16 (+3 eff.) Resists +15% mind Unseen.red 17% ---------- misc Mana/turn +0.32 Vim/s.crit +2.00 Amulets make your neck look great! | 
|  wanderer's gold amulet of cunning (+4) 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +10 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! | 
|  wanderer's voratun amulet 0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +7 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Aroreran 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +13% acid +18% mind Melee Ret 10 mind ----- def ----- Resists +26% acid ---------- misc Light +3 Rings make your fingers look great! | 
|  Blastlady the stralite ring 0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +18 Wil +5 Cun dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +12% lightning +21% fire Res.pen +10% lightning ----- def ----- Mind.save +12 (+3 eff.) Rings make your fingers look great! | 
|  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. | 
|  Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Gemita the voratun ring 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +10 Dex dps ---------- Crit.mult +15.00% Spell.pwr +25 (+12 eff.) Dmg.mod +19% nature Acc +10 (+2 eff.) ----- def ----- Resists +38% nature Max.HP +42.00 Disarm- +50% Pinning- +35% Knockbk- +50% ---------- misc Mana/turn +0.04 Mana/s.crit +2.11 Vim/s.crit +2.00 Max.mana +20.00 Max.vim +30.00 Rings make your fingers look great! | 
|  Glory of the Pride 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. | 
|  Lisylle 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Dex +3 Mag dps ---------- Spell.crit +2% Acc +30 (+6 eff.) Apr +11 ----- def ----- Defense +12 (+2 eff.) Mind.save +13 (+3 eff.) Confus- +26% ---------- misc Mana/turn +0.16 Max.mana +40.00 Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Ring of the Archlich 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
|  Ring of the Dead 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Shockworth 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +6 Wil +6 Cun +2 Con dps ---------- Phys.crit +6.0% Crit.mult +20.00% Mind.pwr +8 (+3 eff.) Res.pen +25% lightning ----- def ----- Resists +9% lightning Rings make your fingers look great! | 
|  The Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." | 
|  Tularondur the Prismfurnace 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +22% Dmg.mod +6% light +31% fire Acc +13 (+3 eff.) On Hit (Melee): * 21% chance to reduce damage dealt by 24% ----- def ----- Defense +13 (+2 eff.) Resists +21% light ---------- misc Light +3 Blinding Speed: Puts all charms on 33 cooldown Level 4.5 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! | 
|  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.92 cold and 22.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  Void Orb 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 110.63 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. | 
|  Voryldassra the voratun ring 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +15 Str +2 Dex +2 Cun +7 Con dps ---------- Phys.pwr +22 (+5 eff.) Spell.pwr +17 (+8 eff.) Mind.pwr +19 (+6 eff.) Dmg.mod +5% all ----- def ----- Resists +12% fire Mind.save +12 (+3 eff.) Confus- +45% Rings make your fingers look great! | 
|  Writhing Ring of the Hunter 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  Zubimille 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Wil +17 Cun +5 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +14 (+5 eff.) Melee+ 31 physical Ranged+ 18 physical Dmg.mod +6% mind Res.pen +10% arcane +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 On Hit (Ranged): * 19% chance to reduce all saves and defense by 29 ----- def ----- Spell.save +18 (+5 eff.) ---------- misc Psi/ret +0.24 Hate/m.crit +3.00 Max.stam +39.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! | 
|  gladiator's voratun ring of clarity 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Str +7 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Mind.save +9 (+2 eff.) Confus- +50% Rings make your fingers look great! | 
|  gold ring 'Scabsweep' 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +12 Wil +15 Cun dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +18 (+6 eff.) Dmg.mod +6% nature Res.pen +15% darkness On Hit (Melee): * 10% chance to slow global speed by 56% * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +3% nature Rings make your fingers look great! | 
|  stralite ring 'Tempestshear' 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +10 Str dps ---------- Dmg.mod +12% lightning +9% blight Res.pen +20% blight Acc +37 (+7 eff.) ----- def ----- Resists +7% physical Blind- +44% ---------- misc Max.stam +30.00 Light +3 Infravis +6 See.Stealth +21 See.Invis +19 Rings make your fingers look great! | 
|  warrior's gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Armour +8 Defense +7 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  warrior's voratun ring of life 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Str ----- def ----- Armour +16 Max.HP +76.00 HP.reg +13.00 Heal.mod +15% Rings make your fingers look great! | 
|  voratun battleaxe 'Murktyphoon' (60-89 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Rare] Master Power 59.5 - 89.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Dex +5 Wil dps ---------- Phys.crit +21.0% Mind.crit +5% Mind.pwr +31 (+11 eff.) Dmg.mod +15% mind Res.pen +20% darkness Massive two-handed battleaxes. | 
|  Poltergeist's Kinetic Spike (38-49 power, 40 apr) 1.0 T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 9 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. | 
|  caustic voratun dagger (37-48 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Nature Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +25 acid +34 nature While equipped: dps ---------- Res.pen +17% acid +18% nature Apr +11 Sharp, short and deadly. | 
|  inquisitor's voratun dagger of erosion (38-49 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Nature/Disrupt Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 nature On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. | 
|  quick voratun dagger (36-47 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +21 (+4 eff.) Sharp, short and deadly. | 
|  quick voratun dagger of paradox (36-47 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 temporal While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +18 (+4 eff.) ----- def ----- Resists +14% temporal Sharp, short and deadly. | 
|  Flashstone the stralite greatmaul (54-80 power, 3 apr) 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 53.5 - 80.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +1 Cun +5 Dex dps ---------- Phys.crit +14.0% Phys.pwr +10 (+2 eff.) Phys.spd +10% Res.pen +20% light Acc +23 (+5 eff.) ----- def ----- Resists +6% light ---------- misc Equi/ret +0.12 Massive two-handed mauls. | 
|  dwarven-steel greatsword of rage (34-54 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Master Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +12% physical Acc +19 (+4 eff.) Massive two-handed swords. | 
|  flaming voratun greatsword of evisceration (59-94 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +16 fire On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +13 (+3 eff.) Massive two-handed swords. | 
|  quick voratun greatsword of projection (62-100 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +26 (+5 eff.) Massive two-handed swords. | 
|  Drodechik the dragonbone longbow 4.0 T5 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +38 lightning On Hit.r1 +12 blight While equipped: Stats +6 Str +2 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +33% lightning Res.pen +15% temporal ----- def ----- Resists +18% blight Crit.chn- 15.00% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc See.Invis +15 Longbows are used to shoot arrows at your foes. | 
|  Sleetspitter the voratun longsword (43-60 power, 6 apr) 3.0 T5 longsword 1H weapon [Random Unique] Nature/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +4 cold On Crit.r2 +16 darkness +84 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +8% Dmg.mod +15% darkness Res.pen +15% cold +24% fire Melee Ret 6 cold Sharp, long, and deadly. | 
|  balanced voratun longsword of erosion (43-60 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +42% Sharp, long, and deadly. | 
|  blazebringer's iron longsword of enduring (12-17 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego++] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +11 fire While equipped: Stats +7 Con +7 Wil dps ---------- All.spd +2% Res.pen +6% fire ----- def ----- Max.HP +30.00 Sharp, long, and deadly. | 
|  caustic dwarven-steel longsword of ruin (22-31 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego++] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +25 acid +22 nature While equipped: dps ---------- Phys.crit +7.0% Crit.mult +22.00% Res.pen +13% acid +9% nature Apr +19 Sharp, long, and deadly. | 
|  slime-covered voratun longsword of evisceration (45-63 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego+] Disrupt/Master Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 19% chance to slow global speed by 56% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +11 (+3 eff.) Sharp, long, and deadly. | 
|  truestriking voratun longsword of ruin (42-58 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego++] Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +13.00% Res.pen +5% physical Acc +24 (+5 eff.) Apr +23 Sharp, long, and deadly. | 
|  Glimmerbreeze (28-31 power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Power 28.5 - 31.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +16 light While equipped: Stats +7 Cun +4 Wil dps ---------- Phys.crit +5.0% Mind.crit +4% Crit.mult +21.00% Mind.pwr +8 (+3 eff.) Apr +4 ----- def ----- Armour +12 Crit.chn- 15.66% ---------- misc See.Invis +15 Talents +1 Attune Mindstar 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. | 
|  Ivatha (15-16 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +21 mind While equipped: Stats +3 Wil +3 Mag dps ---------- Mind.crit +8% Mind.pwr +35 (+12 eff.) ----- def ----- Resists +5% arcane +21% acid Spell.save +18 (+5 eff.) Max.HP +50.00 HP.reg +1.80 ---------- misc Equi/ret +0.16 Light +3 Talents +1 Attune Mindstar 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. | 
|  hateful vined mindstar (5-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +11% mind +10% darkness Res.pen +9% mind +7% darkness ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar 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. | 
|  hungering living mindstar of storms (16-18 power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +1 Wil +5 Cun +7 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 20 lightning Dmg.mod +13% lightning Res.pen +12% lightning ----- def ----- Resists +8% lightning ---------- misc Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 113.30 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown 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. | 
|  nature's thorny mindstar of disruption (9-10 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +19% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% nature ----- def ----- Resists +5% blight Disease- +17% ---------- misc Talents +1 Attune Mindstar 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. | 
|  wyrm's living mindstar of venom (16-17 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 16 acid 6 physical 6 fire 10 lightning 6 cold Dmg.mod +17% acid Res.pen +14% acid ----- def ----- Resists +12% acid +7% physical +5% cold +7% fire +7% lightning HP.reg +4.00 ---------- misc Talents +1 Attune Mindstar 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. | 
|  Eldoral Last Resort 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. | 
|  Taintstoker the drakeskin leather sling 4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +10 acid +12 nature While equipped: Stats +7 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +19% acid Res.pen +12% all Acc +25 (+5 eff.) Apr +12 ----- def ----- Resists +9% acid +5% arcane +15% lightning Die.at -20.00 life Heal.mod +10% Slings are used to hurl stones or metal shots at your foes. | 
|  penetrating drakeskin leather sling of true flight 4.0 T5 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +12.0% Res.pen +13% physical Acc +12 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. | 
|  Aerayagama the Charwitch (25-30 power, 5 apr, cold element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% physical +25% cold Res.pen +26% fire +26% physical ----- def ----- Armour +20 Hardiness +10% Phys.save +10 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Halodunarig (32-38 power, 5 apr, lightning element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane Power 32.0 - 38.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Spell.crit +13% Crit.mult +27.00% Phys.pwr +30 (+7 eff.) Spell.pwr +33 (+16 eff.) Melee+ 31 fire Dmg.mod +32% lightning Res.pen +25% physical ----- def ----- Resists +6% mind ---------- misc Vim/s.crit +5.00 Max.vim +32.00 See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) 2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+15 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. | 
|  Voidbutcher the dragonbone vilestaff (30-36 power, 6 apr, darkness element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness Res.pen +36% darkness +26% acid Melee Ret 10 acid On Hit (Melee): * 21% chance to reduce damage dealt by 24% * 21% chance to reduce armor by 22% ----- def ----- Resists +6% temporal Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood magestaff of channeling (25-30 power, 5 apr, fire element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +25 (+12 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.34 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood starstaff 'Murkrebel' (25-30 power, 5 apr, physical element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +9% blight +25% physical Res.pen +10% physical Acc +10 (+2 eff.) ----- def ----- Armour +16 Defense +27 (+5 eff.) Resists +9% lightning +8% physical ---------- misc Max.P.En +20.88 Max.N.En +20.88 Wards +2 physical Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  surging dragonbone vilestaff of might (30-36 power, 6 apr, darkness element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Spell.pwr +15 (+7 eff.) S.pwr/crit +7 Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  void walker's dragonbone starstaff of breaching (30-36 power, 6 apr, light element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% light Res.pen +15% light ----- def ----- Resists +10% darkness +12% temporal Def/telep +23 Res/telep +25% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew vilestaff of channeling (20-24 power, 4 apr, acid element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+10 eff.) Dmg.mod +20% acid ---------- misc Mana/turn +0.40 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  mage-hunter's dwarven-steel steamgun of true flight 4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +9.0% Mind.pwr +9 (+3 eff.) Acc +8 (+2 eff.) On Hit (Ranged): * 17 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  penetrating voratun steamgun of acid 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +15 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +21% acid Res.pen +20% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  flaming iron steamsaw of resistance (10-15 power, 0 apr) 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam When used to Attack: On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +6% acid +7% fire +7% lightning +6% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  icy stralite steamsaw of patience (28-43 power, 0 apr) 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Nature/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam While equipped: dps ---------- Melee+ 19 cold Melee Ret 9 ice ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% Resists +18% temporal ---------- misc Talents +2 Block Temporal Shield: (Instant) Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (248) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Nyrogarak (41-57 power, 6 apr) 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +23 cold On Crit.r2 +148 fire While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% All.spd +19% Dmg.mod +12% temporal Res.pen +10% temporal +43% fire ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. | 
|  enhanced stralite waraxe (34-47 power, 5 apr) 3.0 T4 waraxe 1H weapon [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +8 Dex +6 Mag +8 Wil +8 Cun +6 Con One-handed war axes. | 
|  voratun waraxe of shearing (40-55 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego+] Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +19 (+4 eff.) Apr +9 One-handed war axes. | 
|  Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 79 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
|  Lightning Catcher 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. | 
|  Thundervortex the drakeskin leather belt 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Spell.pwr +32 (+16 eff.) Dmg.mod +12% lightning +21% arcane ----- def ----- Mind.save +15 (+4 eff.) ---------- misc Vim/s.crit +2.09 Light +3 Infravis +3 See.Invis +12 A belt that goes around your waist. | 
|  insulating drakeskin leather belt of recklessness 1.0 T5 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +13% fire +11% cold A belt that goes around your waist. | 
|  ravager's drakeskin leather belt of containment 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +14% physical ----- def ----- Anom.red +16 Max.HP +118.00 ---------- misc Max.mana +60.00 Max.stam +62.00 Max.hate +12.00 Max.psi +30.00 Max.vim +39.00 Max.P.En +35.00 Max.N.En +28.00 A belt that goes around your waist. | 
|  ravager's drakeskin leather belt of recklessness 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +23% physical Res.pen +20% physical A belt that goes around your waist. | 
|  Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. | 
|  cashmere cloak 'Blackquencher' (2 def, 4 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness Apr +1 ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +13% blight +3% physical +12% nature Phys.save +9 (+2 eff.) HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  elven-silk cloak 'Offalparry' (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +3 Str +6 Dex +9 Mag +4 Con dps ---------- Dmg.mod +15% nature Melee Ret 6 nature ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +9% light +10% fire +10% cold +10% lightning ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's elven-silk cloak of mindcraft (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +5 Wil +8 Cun dps ---------- Mind.crit +6% Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Evermoss Robe (12 def, 0 armour) 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. | 
|  stargazer's silk robe of Angolwen (0 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil +4 Cun dps ---------- Spell.crit +7% Spell.pwr +17 (+8 eff.) S.pwr/crit +5 Dmg.mod +21% light +15% darkness ----- def ----- Resists +13% all Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  timebroken elven-silk robe of alchemy (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +12% physical +13% temporal +12% fire +7% arcane +25% cold ----- def ----- Resists +16% acid +15% physical +16% fire +16% cold +15% all ---------- misc Max.mana +86.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant elven-silk robe of protection (4 def, 3 armour) 2.0 T5 cloth armor [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +16% nature ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +15% all Phys.save +25 (+6 eff.) Poison- +44% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Bethywen the pair of drakeskin leather boots (17 def, 11 armour) 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +14 Lck +8 Dex dps ---------- On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +11 Defense +17 (+3 eff.) Resists +15% fire +6% darkness +15% cold Stealth +15 Die.at -60.00 life Heal.mod +15% Disease- +20% Pinning- +25% Teleport- +20% Evasion: (Instant) Puts all charms on 25 cooldown Level 7.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 79 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  Bokudor (18 def, 17 armour) 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +5 Dex dps ---------- Phys.crit +9.9% ----- def ----- Armour +17 Defense +18 (+3 eff.) Fatigue +4% Resists +5% physical Phys.save +15 (+4 eff.) Evasion: (Instant) Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 56 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
|  blood-soaked pair of voratun boots of strife (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Mind.pwr +9 (+3 eff.) Res.pen +9% physical Apr +13 ----- def ----- Armour +5 Fatigue +4% Blindside: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  fleetfooted pair of drakeskin leather boots of rushing (21 def, 5 armour) 2.0 T5 feet armor [Ego++] Master While equipped: Stats +4 Str +8 Dex +3 Con ----- def ----- Armour +5 Defense +21 (+4 eff.) Rush: Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  pair of drakeskin leather boots 'Lisirathra' (15 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +12 Lck +2 Con dps ---------- Phys.pwr +18 (+4 eff.) Spell.pwr +25 (+12 eff.) Mind.pwr +14 (+5 eff.) Acc +10 (+2 eff.) ----- def ----- Armour +5 Defense +15 (+3 eff.) Resists +3% lightning +18% fire +6% arcane Stealth +15 Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. | 
|  pair of drakeskin leather boots of rushing (0 def, 5 armour) 2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Rush: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  pair of voratun boots (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  scholar's pair of voratun boots of spellbinding (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Flashvalor (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Cun +4 Con dps ---------- Melee+ 12 nature Dmg.mod +7% nature Acc +8 (+2 eff.) Apr +10 ----- def ----- Armour +3 Resists +6% lightning +6% darkness +6% blight +9% nature +9% acid Phys.save +29 (+7 eff.) Spell.save +8 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +40% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  brawler's voratun gauntlets (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  drakeskin leather gloves of the juggernaut (0 def, 3 armour) 1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Phys.save +27 (+6 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  heroic voratun gauntlets of archery (0 def, 7 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Cun +2 Dex dps ---------- Acc +7 (+1 eff.) Apr +12 ----- def ----- Armour +7 Fatigue +5% Mind.save +12 (+3 eff.) Max.HP +66.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  scouring drakeskin leather gloves of the iron hand (0 def, 3 armour) 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +4 Wil +4 Con dps ---------- On Melee Ret: * 30 arcane resource burn ----- def ----- Armour +3 Spell.save +16 (+4 eff.) Disarm- +35% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Crown of Command (3 def, 6 armour) 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  Hat of Arcane Understanding (2 def, 0 armour) 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. | 
|  Yaldan Baoth (0 def, 10 armour) 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 33 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. | 
|  bladed voratun helm (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 512.0 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  drakeskin leather cap of knowledge (0 def, 5 armour) 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. | 
|  fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Con dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Dmg.mod +11% physical +19% arcane +14% darkness ----- def ----- Defense +3 (+1 eff.) Resists +13% darkness +10% physical ---------- misc Max.hate +12.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 6.5 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot 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. A pointy cloth hat, very wizardly... | 
|  psion's elven-silk wizard hat of arcana (3 def, 0 armour) 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil dps ---------- Mind.crit +3% Spell.pwr +4 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +8% mind ----- def ----- Defense +3 (+1 eff.) Resists +17% mind Phys.save +10 (+3 eff.) Mind.save +16 (+4 eff.) ---------- misc Max.psi +33.00 A pointy cloth hat, very wizardly... | 
|  thaloren drakeskin leather cap of the depths (0 def, 5 armour) 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +5% blight +25% cold Mind.save +9 (+2 eff.) ---------- misc Breathe water A cap made of leather. | 
|  werebeast's drakeskin leather cap of ire (0 def, 5 armour) 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +5 Dex +7 Cun +11 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +11 (+3 eff.) Mind.save +10 (+3 eff.) Battle Cry: Puts all charms on 23 cooldown Level 3.5 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. | 
|  enlightening stralite mail armour of spell shielding (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +8% arcane Spell.save +14 (+4 eff.) Mind.save +16 (+4 eff.) A suit of armour made of mail. | 
|  fortifying iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Max.HP +39.00 A suit of armour made of mail. | 
|  fortifying voratun mail armour of command (13 def, 15 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +5 Cun +5 Con ----- def ----- Armour +15 Defense +13 (+2 eff.) Fatigue +12% Mind.save +25 (+6 eff.) Max.HP +63.00 A suit of armour made of mail. | 
|  impenetrable voratun mail armour of command (18 def, 19 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +19 Defense +18 (+3 eff.) Fatigue +12% Mind.save +21 (+5 eff.) A suit of armour made of mail. | 
|  impenetrable voratun mail armour of spell shielding (5 def, 25 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +25 Defense +5 (+1 eff.) Fatigue +12% Resists +8% arcane Spell.save +17 (+4 eff.) A suit of armour made of mail. | 
|  impenetrable voratun mail armour of the deep (5 def, 29 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +29 Defense +5 (+1 eff.) Fatigue +12% Resists +11% acid +14% cold ---------- misc Breathe water A suit of armour made of mail. | 
|  rejuvenating voratun mail armour of stability (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +8% physical Phys.save +20 (+5 eff.) HP.reg +3.80 ---------- misc Stam/turn +1.40 A suit of armour made of mail. | 
|  searing voratun mail armour of implacability (5 def, 18 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 17 acid 19 fire Melee Ret 13 acid 10 fire ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +4% Resists +17% acid +26% fire Phys.save +11 (+3 eff.) A suit of armour made of mail. | 
|  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  cleansing drakeskin leather armour of the deep (20 def, 11 armour) 9.0 T5 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Defense +20 (+3 eff.) Fatigue +8% Resists +12% acid +10% cold +20% nature +20% blight ---------- misc Breathe water A suit of armour made of leather. | 
|  rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour) 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Max.HP +69.00 HP.reg +14.10 Heal.mod +18% ---------- misc Stam/turn +1.80 A suit of armour made of leather. | 
|  rejuvenating reinforced leather armour of Eyal (12 def, 7 armour) 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Max.HP +48.00 HP.reg +8.20 Heal.mod +18% ---------- misc Stam/turn +2.10 A suit of armour made of leather. | 
|  searing drakeskin leather armour of lightning resistance (20 def, 8 armour) 9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 21 acid 21 fire Melee Ret 14 acid 13 fire ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +28% acid +25% fire +19% lightning A suit of armour made of leather. | 
|  troll-hide reinforced leather armour (12 def, 7 armour) 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Max.HP +62.00 HP.reg +7.90 Heal.mod +15% A suit of armour made of leather. | 
|  Floebloom (0 def, 16 armour) 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +14 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% cold ----- def ----- Armour +16 Fatigue +22% Resists +3% acid +12% temporal +26% darkness +27% blight +3% nature +5% arcane Mind.save +25 (+6 eff.) Max.HP +47.00 ---------- misc Light +2 A suit of armour made of metal plates. | 
|  Bindings of Eternal Night (12 def, 12 armour) 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. | 
|  Scorchnull the voratun shield (0 def, 10 armour, 72-86 power, 241.76122603564 block) 7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 72.0 - 86.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +242 While equipped: Stats +3 Cun dps ---------- Melee+ 35 lightning Dmg.mod +18% fire Melee Ret 21 lightning ----- def ----- Armour +10 Fatigue +8% Resists +21% acid Crit.chn- 15.66% Max.HP +100.00 ---------- misc Infravis +3 Talents +1 Block Handheld deflection devices. | 
|  Summertide (17 def, 15 armour, 52-62 power, 260 block) 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 56.02 to 70.03 light damage (based on Willpower and Cunning). Uses 10 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. | 
|  corrosive voratun shield (0 def, 10 armour, 66-79 power, 204.5 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 Melee+ +15 acid While equipped: Stats +5 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 22% ----- def ----- Armour +10 Fatigue +8% Resists +13% acid ---------- misc Talents +1 Block Handheld deflection devices. | 
|  crackling voratun shield (0 def, 10 armour, 70-83 power, 208 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 Melee+ +16 lightning While equipped: Stats +6 Dex dps ---------- Melee Ret 18 lightning ----- def ----- Armour +10 Fatigue +8% Resists +20% lightning ---------- misc Talents +1 Block Handheld deflection devices. | 
|  crackling voratun shield of shrapnel (0 def, 10 armour, 68-82 power, 193.5 block) 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 68.5 - 82.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +15 lightning While equipped: Stats +3 Dex dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 234 physical damage over 5 turns (1/turn) Melee Ret 10 lightning ----- def ----- Armour +10 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. | 
|  living dwarven-steel shield of crushing (0 def, 6 armour, 38-46 power, 80.5 block) 7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 38.0 - 45.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +15 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +13% nature +12% blight Max.HP +54.00 ---------- misc Talents +1 Block Handheld deflection devices. | 
|  reinforced dwarven-steel shield of the stars (0 def, 11 armour, 32-38 power, 136 block) 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +136 Melee+ +14 light +14 darkness While equipped: Stats +5 Cun +4 Mag dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +11 Fatigue +8% Resists +15% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
|  warded voratun shield of shrapnel (0 def, 10 armour, 64-77 power, 192.5 block) 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 64.5 - 77.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 234 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Wards +4 lightning +6 temporal +6 darkness +7 fire +4 nature +8 blight +8 cold +7 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. | 
|  Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. | 
|  The Titan's Quiver (18/18, 62-87 power, 20 apr) 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. | 
|  quiver of dragonbone arrows 'Artholdir' (22/22, 52-72 power, 18 apr) 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 51.5 - 72.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 22 Ranged+ +21 acid +24 blight +12 temporal On Hit: * 21% chance to gain 10% of a turn (3/turn limit) * 45% chance to reduce strength, dexterity, and constitution by 12 * 20% chance to reduce armor by 22% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. | 
|  5 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  1445 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  11 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  Wyrm Bile 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? | 
|  6 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Layolaith (dig speed 19 turns) 3.0 T5 digger tool [Rare] Arcane While equipped: Stats +18 Str +7 Dex +9 Wil +4 Cun +3 Con dps ---------- Phys.crit +15.0% Mind.crit +14% Dmg.mod +15% mind Res.pen +10% mind ----- def ----- Resists +9% mind Crit.chn- 10.00% ---------- misc See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Pick of Dwarven Emperors (dig speed 12 turns) 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 53.23 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
|  Zubetta (dig speed 10 turns) 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Wil dps ---------- Phys.crit +10.0% Mind.crit +12% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +15 (+3 eff.) Fatigue -6% Crit.chn- 5.00% Phys.save +12 (+3 eff.) Spell.save +6 (+2 eff.) Max.HP +30.00 Silence- +20% ---------- misc Max.stam +25.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Forbidden Tome: "Of Knowledge And Horrors" 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. | 
|  Forbidden Tome: "The Day It Came" 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  5 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  11 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of Poosh 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? | 
|  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 80.40 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 80.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  piercing brass lantern 2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +5% all Apr +6 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Eternity's Counter 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Crystal Heart 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Telos's Staff Crystal 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 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. | 
|  Demonic Orb of Many Ways 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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. | 
|  Dragon Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. | 
|  Orb of Undeath (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
| PlumpkinPlumpkin 15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 82 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  Atamathon's Lost Ruby Eye 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Petrified Wood 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  Runed Skull 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  73 alchemist bloodstone 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  18 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  5 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  11 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Entropy (1/1) 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 71% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Cutheromiran the Brightblight (23/23, 53-64 power, 6 apr) 3.0 T5 shot ammo [Rare] Nature Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +24 lightning +27 fire +25 light +25 mind On Hit.r1 +25 lightning +25 light +24 mind On Crit.r2 +25 light +11 fire Shots are used with slings to pummel your foes to death. | 
|  Flarebile the pouch of voratun shots (39/49, 54-65 power, 6 apr) 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 54.5 - 65.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 49 Ranged+ +8 nature +16 fire +34 physical On Hit.r1 +20 fire On Crit.r2 +4 fire On Hit: * 10% chance to slow global speed by 56% * 25% chance for lightning to strike from the target to a second target dealing 29 damage * 20% chance to knock the target back 3 spaces and deal 185 physical damage While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. | 
|  Frozen Shards (21/25, 32-38 power, 15 apr) 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. | 
|  Star Shot (20/20, 32-38 power, 15 apr) 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. | 
|  arcing pouch of voratun shots of accuracy (24/24, 52-62 power, 6 apr) 3.0 T5 shot ammo [Ego] Arcane/Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +21 Apr +6 Crit +7.0% Capacity 24 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Shots are used with slings to pummel your foes to death. | 
|  barbed pouch of voratun shots of annihilation (19/19, 78-93 power, 16 apr) 3.0 T5 shot ammo [Ego++] Master Power 77.5 - 93.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +16 Crit +28.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  barbed pouch of voratun shots of annihilation (24/24, 73-88 power, 11 apr) 3.0 T5 shot ammo [Ego++] Master Power 73.0 - 87.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +11 Crit +24.0% Capacity 24 Proj.spd +200% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  deadly pouch of voratun shots of crippling (23/23, 66-79 power, 6 apr) 3.0 T5 shot ammo [Ego+] Master Power 66.0 - 79.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. | 
|  pouch of voratun shots 'Thunderpower' (23/23, 64-77 power, 14 apr) 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 64.0 - 76.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +14 Crit +15.0% Capacity 23 Proj.spd +200% Ranged+ +12 nature On Hit.r1 +20 light +20 lightning On Crit.r2 +12 light On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. | 
|  Poluwyn [power 113]  (21 cooldown) 2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +5% arcane Crit.chn- 15.00% Phys.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +5% Silence- +20% Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 43% for 2 turns. 100% to increase all damage by 18% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  piercing voratun torque of gale force [power 365]  (13 cooldown) 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 672 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of mindblast 'Lisolratta' [power 160]  (13 cooldown) 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +5% arcane Blast the opponent's mind dealing 176 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 51. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  stralite torque of psionic shield 'Armablek' [power 127]  (21 cooldown) 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Dmg.mod +27% blight Res.pen +10% acid Phasing +30% ----- def ----- Resists +6% temporal Spell.save +18 (+5 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Setup a psionic shield, reducing all damage taken by 127 for 5 turns Puts all charms on 21 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  elven-wood totem of stinging [power 410]  (13 cooldown) 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 476 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  8 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  dragonbone wand of conjuration 'Pusbrawn' [power 415]  (13 cooldown) 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% arcane +6% nature Res.pen +20% nature Melee Ret 10 nature On Hit (Melee): * 21% chance to slow global speed by 56% * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% fire +5% arcane +6% nature Fire a magical bolt dealing 676 cold damage Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  evasive dragonbone wand of conjuration [power 330]  (13 cooldown) 2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 538 cold damage Puts all charms on 13 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. | 
|  14 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  21 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  11 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  12 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  14 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Vizbob the Dwarf Skirmisher level 43
22nd Dearth 123rd year of Ascendancy at 00:22 see stats
 A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Vizbob the Dwarf Skirmisher level 50
7th Voratun 124th year of Ascendancy at 21:12 see stats
 Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Vizbob the Dwarf Skirmisher level 43
11st Dearth 123rd year of Ascendancy at 14:47 see stats
 Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Vizbob the Dwarf Skirmisher level 48
33rd Dearth 123rd year of Ascendancy at 17:51 see stats
 Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Vizbob the Dwarf Skirmisher level 49
38th Dearth 123rd year of Ascendancy at 01:06 see stats
 Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Vizbob the Dwarf Skirmisher level 50
10th Iron 124th year of Ascendancy at 18:40 see stats
 Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Vizbob the Dwarf Skirmisher level 46
30th Dearth 123rd year of Ascendancy at 09:37 see stats
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Vizbob the Dwarf Skirmisher level 50
29th Iron 124th year of Ascendancy at 23:11 see stats
 Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.By Vizbob the Dwarf Skirmisher level 26
9th Shortage 122nd year of Ascendancy at 09:46 see stats
 Catch that Plumpkin! (Insane (Adventure) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Insane (Adventure) difficulty)
			Finish the Plumpkin event.By Vizbob the Dwarf Skirmisher level 36
16th Profit 123rd year of Ascendancy at 18:45 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Vizbob the Dwarf Skirmisher level 17
41st Profit 122nd year of Ascendancy at 08:37 see stats
 Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Vizbob the Dwarf Skirmisher level 45
27th Dearth 123rd year of Ascendancy at 07:29 see stats
 Don't Poosh it! (Insane (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it! (Insane (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.By Vizbob the Dwarf Skirmisher level 37
44th Profit 123rd year of Ascendancy at 20:31 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Vizbob the Dwarf Skirmisher level 32
12nd Steel 123rd year of Ascendancy at 07:55 see stats
 Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By Vizbob the Dwarf Skirmisher level 35
40th Stralite 123rd year of Ascendancy at 11:43 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Vizbob the Dwarf Skirmisher level 24
8th Loss 122nd year of Ascendancy at 10:20 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Vizbob the Dwarf Skirmisher level 35
40th Stralite 123rd year of Ascendancy at 17:36 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Vizbob the Dwarf Skirmisher level 29
23rd Iron 123rd year of Ascendancy at 00:48 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vizbob the Dwarf Skirmisher level 38
27th Wealth 123rd year of Ascendancy at 16:10 see stats
 I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			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! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Vizbob the Dwarf Skirmisher level 50
38th Dearth 123rd year of Ascendancy at 04:21 see stats
 Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Vizbob the Dwarf Skirmisher level 32
12nd Steel 123rd year of Ascendancy at 07:55 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Vizbob the Dwarf Skirmisher level 10
30th Voratun 122nd year of Ascendancy at 20:11 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Vizbob the Dwarf Skirmisher level 20
19th Wealth 122nd year of Ascendancy at 10:47 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Vizbob the Dwarf Skirmisher level 30
23rd Iron 123rd year of Ascendancy at 03:11 see stats
 Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Vizbob the Dwarf Skirmisher level 40
5th Dearth 123rd year of Ascendancy at 11:54 see stats
 Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Vizbob the Dwarf Skirmisher level 50
38th Dearth 123rd year of Ascendancy at 02:17 see stats
 Oozemancer (Insane (Adventure) difficulty)
			Destroyed the corrupted oozemancer.
			Oozemancer (Insane (Adventure) difficulty)
			Destroyed the corrupted oozemancer.By Vizbob the Dwarf Skirmisher level 50
39th Steel 124th year of Ascendancy at 23:54 see stats
 Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By Vizbob the Dwarf Skirmisher level 50
18th Stralite 124th year of Ascendancy at 16:25 see stats
 Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Vizbob the Dwarf Skirmisher level 50
23rd Stralite 124th year of Ascendancy at 02:40 see stats
 Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Vizbob the Dwarf Skirmisher level 24
23rd Loss 122nd year of Ascendancy at 10:29 see stats
 Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Vizbob the Dwarf Skirmisher level 50
28th Iron 124th year of Ascendancy at 20:50 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Vizbob the Dwarf Skirmisher level 36
31st Profit 123rd year of Ascendancy at 19:42 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Vizbob the Dwarf Skirmisher level 25
4th Shortage 122nd year of Ascendancy at 04:27 see stats
 Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Vizbob the Dwarf Skirmisher level 45
27th Dearth 123rd year of Ascendancy at 13:22 see stats
 Slimefest (Insane (Adventure) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.
			Slimefest (Insane (Adventure) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.By Vizbob the Dwarf Skirmisher level 50
38th Steel 124th year of Ascendancy at 20:08 see stats
 Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Vizbob the Dwarf Skirmisher level 5
18th Voratun 122nd year of Ascendancy at 23:34 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Vizbob the Dwarf Skirmisher level 10
31st Voratun 122nd year of Ascendancy at 20:07 see stats
 The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Vizbob the Dwarf Skirmisher level 46
27th Dearth 123rd year of Ascendancy at 15:42 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Vizbob the Dwarf Skirmisher level 21
16th Dearth 122nd year of Ascendancy at 02:09 see stats
 There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Vizbob the Dwarf Skirmisher level 50
20th Loss 123rd year of Ascendancy at 14:53 see stats
 Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Vizbob the Dwarf Skirmisher level 25
5th Shortage 122nd year of Ascendancy at 01:25 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Vizbob the Dwarf Skirmisher level 23
8th Loss 122nd year of Ascendancy at 05:32 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Vizbob the Dwarf Skirmisher level 16
22nd Profit 122nd year of Ascendancy at 03:18 see stats
 Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Vizbob the Dwarf Skirmisher level 42
10th Dearth 123rd year of Ascendancy at 20:23 see stats
Log
Vizbob picks up (  .): bladed voratun helm (0 def, 5 armour).
Vizbob picks up (  .): searing drakeskin leather armour of lightning resistance (20 def, 8 armour).
Vizbob picks up (  .): deadly pouch of voratun shots of crippling (23/23, 66-79 power, 6 apr).
Vizbob picks up (  .): Zubetta (dig speed 10 turns).
Vizbob picks up (  .): insulating drakeskin leather belt of recklessness.
Vizbob picks up (  .): fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour).
Vizbob picks up (  .): murderer's elven-silk cloak (3 def, 0 armour).
Vizbob picks up (  .): mage-hunter's dwarven-steel steamgun of true flight.
Vizbob picks up (  .): penetrating voratun steamgun of acid.
Talent Dig is ready to use.
You don't see how to get there...
Resting starts...
Talent Resilience of the Dwarves is ready to use.
Vizbob regains balance.
Talent Relentless Pursuit is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Today is the 12nd Profit of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a next level here (press '' or right click to use).
Ran for 38 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
There is a hidden vault here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).

















































