
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/Buyers bonus! 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:
 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. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Higher | 
| Class | Demonologist | 
| Level / Exp | 22 / 48% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton mage at level 12 on the 19th Dusk 122nd year of Ascendancy at 00:53 9.0E+17 / 61Killed by corrupted protosentient globula at level 15 on the 73rd Haze 122nd year of Ascendancy at 09:56 Killed by multi-hued drake hatchling at level 16 on the 77th Haze 122nd year of Ascendancy at 10:42 Killed by skeleton magus at level 16 on the 78th Haze 122nd year of Ascendancy at 07:06 Killed by Emelaganor the minotaur at level 16 on the 79th Haze 122nd year of Ascendancy at 15:08 Killed by Emelaganor the minotaur at level 16 on the 79th Haze 122nd year of Ascendancy at 16:10 Killed by Minotaur of the Labyrinth at level 16 on the 80th Haze 122nd year of Ascendancy at 04:42 Killed by Minotaur of the Labyrinth at level 16 on the 80th Haze 122nd year of Ascendancy at 05:55 Killed by Minotaur of the Labyrinth at level 16 on the 80th Haze 122nd year of Ascendancy at 07:10 Killed by Minotaur of the Labyrinth at level 16 on the 80th Haze 122nd year of Ascendancy at 08:23 Killed by Minotaur of the Labyrinth at level 16 on the 80th Haze 122nd year of Ascendancy at 10:19 Killed by Minotaur of the Labyrinth at level 16 on the 80th Haze 122nd year of Ascendancy at 10:32 Killed by greater gwelgoroth at level 16 on the 1st Decay 122nd year of Ascendancy at 18:50 Killed by gwelgoroth at level 16 on the 1st Decay 122nd year of Ascendancy at 19:11 Killed by gwelgoroth at level 16 on the 1st Decay 122nd year of Ascendancy at 20:49 Killed by gwelgoroth at level 16 on the 1st Decay 122nd year of Ascendancy at 21:53 Killed by Voramina the sandworm at level 16 on the 6th Decay 122nd year of Ascendancy at 14:39 Killed by Isylaith the gelatinous cube at level 16 on the 6th Decay 122nd year of Ascendancy at 23:42 Killed by gigantic gravity worm at level 17 on the 7th Decay 122nd year of Ascendancy at 08:41 Killed by Sandworm Queen at level 17 on the 7th Decay 122nd year of Ascendancy at 16:18 Killed by Sandworm Queen at level 17 on the 7th Decay 122nd year of Ascendancy at 18:14 Killed by Aizinell the dwarf at level 18 on the 10th Allure 123rd year of Ascendancy at 23:40 Killed by Gymith the giant white ant at level 18 on the 10th Regrowth 123rd year of Ascendancy at 05:10 Killed by snow giant chieftain at level 18 on the 11st Regrowth 123rd year of Ascendancy at 03:17 Killed by snow giant boulder thrower at level 18 on the 11st Regrowth 123rd year of Ascendancy at 04:01 Killed by Rantha the Worm at level 19 on the 11st Regrowth 123rd year of Ascendancy at 12:54 Killed by Rantha the Worm at level 19 on the 11st Regrowth 123rd year of Ascendancy at 13:52 Killed by Xerin the master vampire at level 19 on the 11st Regrowth 123rd year of Ascendancy at 17:35 Killed by snow giant thunderer at level 19 on the 11st Regrowth 123rd year of Ascendancy at 22:29 Killed by cold drake hatchling at level 19 on the 11st Regrowth 123rd year of Ascendancy at 23:20 Killed by cold drake hatchling at level 19 on the 12nd Regrowth 123rd year of Ascendancy at 00:16 Killed by venom drake at level 19 on the 12nd Regrowth 123rd year of Ascendancy at 00:47 Killed by Ce'Nayalaith the cold drake at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 14:10 Killed by Ce'Nayalaith the cold drake at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 14:44 Killed by Ce'Nayalaith the cold drake at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 15:28 Killed by Ce'Nayalaith the cold drake at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 16:23 Killed by Hannah at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 23:08 Killed by cold drake hatchling at level 20 on the 13rd Regrowth 123rd year of Ascendancy at 00:00 Killed by onilug at level 20 on the 13rd Regrowth 123rd year of Ascendancy at 16:11 Killed by Izabfla the wretchling at level 20 on the 13rd Regrowth 123rd year of Ascendancy at 19:05 Killed by Rogroth, Eater of Souls at level 21 on the 15th Regrowth 123rd year of Ascendancy at 04:08 Killed by onilug (demonic husk) at level 21 on the 15th Regrowth 123rd year of Ascendancy at 04:48 Killed by shadowblade at level 22 on the 70th Regrowth 123rd year of Ascendancy at 21:47 Killed by bandit at level 22 on the 70th Regrowth 123rd year of Ascendancy at 22:06 Killed by shadowblade at level 22 on the 70th Regrowth 123rd year of Ascendancy at 23:15 Killed by bandit at level 22 on the 70th Regrowth 123rd year of Ascendancy at 23:47 Killed by bandit at level 22 on the 71st Regrowth 123rd year of Ascendancy at 00:28 Killed by bandit lord at level 22 on the 71st Regrowth 123rd year of Ascendancy at 01:17 Killed by assassin at level 22 on the 71st Regrowth 123rd year of Ascendancy at 02:01 Killed by cutpurse at level 22 on the 71st Regrowth 123rd year of Ascendancy at 02:45 Killed by Assassin Lord at level 22 on the 71st Regrowth 123rd year of Ascendancy at 04:37 Killed by Assassin Lord at level 22 on the 71st Regrowth 123rd year of Ascendancy at 06:10 Killed by Assassin Lord at level 22 on the 71st Regrowth 123rd year of Ascendancy at 07:59 Killed by Assassin Lord at level 22 on the 71st Regrowth 123rd year of Ascendancy at 09:18 Killed by thief at level 22 on the 71st Regrowth 123rd year of Ascendancy at 11:22 Killed by Assassin Lord at level 22 on the 71st Regrowth 123rd year of Ascendancy at 13:07 Killed by thief at level 22 on the 71st Regrowth 123rd year of Ascendancy at 15:08 Killed by Ivoyanor the ghast at level 22 on the 1st Time of Balance 123rd year of Ascendancy at 18:00 Killed by Ivoyanor the ghast at level 22 on the 1st Time of Balance 123rd year of Ascendancy at 19:24 Killed by Ivoyanor the ghast at level 22 on the 1st Time of Balance 123rd year of Ascendancy at 19:38 Killed by Ivoyanor the ghast at level 22 on the 1st Time of Balance 123rd year of Ascendancy at 23:38  | 
Primary Stats
| Strength | 37 (base 36) | 
| Dexterity | 13 (base 12) | 
| Constitution | 37 (base 31) | 
| Magic | 48 (base 37) | 
| Willpower | 14 (base 10) | 
| Cunning | 14 (base 12) | 
Resources
| Life | 640/640 | 
| Equilibrium | 0 | 
| Stamina | 173/173 | 
| Vim | 302/302 | 
| Healing Factor | 1.2041015905906 | 
| Regeneration | 1083.8674139435 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -61.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 15 | 
| Lite | 6 | 
| Infravision | 11 | 
| See Stealth | 35.308559597209 | 
| See Invisible | 35.308559597209 | 
Offense: Mainhand
| Damage | 58 | 
| Accuracy | 40 | 
| Crit Chance | 11% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 36 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 15 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +3% | 
| Cold | +10% | 
| Lightning | +5% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +5% | 
| Physical | +6% | 
| Mind | +5% | 
| Cold | +8% | 
Defense: Base
| Armour (hardiness) | 20 (30%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 5 | 
| Physical Save | 38 | 
| Spell Save | 62 | 
| Mental Save | 28 | 
Defense: Resistances
| Lightning | + 21%( 70%) | 
| Physical | + 35%( 70%) | 
| Temporal | + 15%( 70%) | 
| Nature | + 26%( 70%) | 
| Arcane | + 35%( 70%) | 
| Cold | + 31%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Teleport Resistance | 20% | 
| Disarm Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 20% | 
| Knockback Resistance | 40% | 
| Stun Resistance | 40% | 
| Poison Resistance | 20% | 
| Blind Resistance | 70% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 23 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.  | 
Class Talents
| Corruption / Demonic pact | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Shadowflame | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Corruption / Infernal combat | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Doom shield | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Corruption / Black-magic | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 4/5 | 
  | 0/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 4/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Torment | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
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 graveYou 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.  | active | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
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..  | active | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | 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 FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed green worm. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
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 |  Xessra (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +2 Cun / +3 Con Changes resistances: +6% cold Changes damage: +3% acid Reduces incoming crit damage: 15.00% Physical save: +19 (+7 eff.) Mental save: +13 (+7 eff.) Poison immunity: +20% Teleport immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Festertouch the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +3% lightning / +12% nature Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Adibreth the Weepstinger (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes resistances: +3% nature Changes resistances penetration: +5% blight Mental save: +3 (+2 eff.) Maximum hate: +8.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  iron torque of mindblast [power 110]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Vim when hit: +2.00 Rings make your fingers look great!  | 
| On fingers |  mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Vim when hit: +2.00 Rings make your fingers look great!  | 
| Around waist |  Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In main hand |  warbringer's dwarven-steel longsword of evisceration (21-29 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+6 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Talent granted: +2 Corrosive Slashes Disarm immunity: +10% Sharp, long, and deadly.  | 
| On hands |  Hanochik the Blindkill (10 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Fatigue: +3% Damage (Melee): 8 lightning Changes resistances: +6% lightning Changes damage: +5% lightning Spell save: +6 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Light radius: +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.  | 
| In off hand |  windwalling dwarven-steel shield of physical resistance (+24%) (0 def, 6 armour, 30-36 power, 73 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +73 Damage (Melee): +16 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +24% physical Talents granted: +3 Fearscape Shift +1 Block Slows Projectiles: +10% Bonus block near projectiles: +10 Handheld deflection devices.  | 
| Main armor |  Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent level: +2 to all Demon Seeds, Spellblaze and Demonic Pact talents. Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
| Around neck |  GlildamaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% temporal / +2% physical Changes resistances penetration: +5% mind Changes damage: +9% mind Physical save: +13 (+5 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+6 eff.) Blindness immunity: +20% Amulets make your neck look great!  | 
Inventory
 healing infusion of the wizard (heal 138; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 blink rune of the warrior (range 4; phase 17; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets make your neck look great!  | 
 copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great!  | 
 steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great!  | 
 wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Blindness immunity: +27% Infravision radius: +4 See stealth: +5 See invisible: +10 Rings make your fingers look great!  | 
 Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
 Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 88.41 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
 Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!  | 
 SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.  | 
 This item will automatically be transmogrified when you leave the level.keeper's yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes resistances penetration: +11% physical / +9% temporal Changes damage: +12% physical / +15% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes.  | 
 mighty yew longbow of piercingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Physical power: +11 (+4 eff.) Changes stats: +2 Str Changes resistances penetration: +11% all Longbows are used to shoot arrows at your foes.  | 
 Hazebolt (22-31 power, 20 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% When wielded/worn: Changes resistances: +6% cold Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly.  | 
 elemental iron longsword of crippling (10-15 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 62 fire damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +7% fire Changes damage: +7% fire Sharp, long, and deadly.  | 
 steel longsword of projection (15-21 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly.  | 
 Crystal Shard (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+6 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.  | 
 Eclipse (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+5 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.  | 
 ethereal yew starstaff of wizardry (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +13 (+6 eff.) Changes stats: +2 Mag / +3 Wil Changes damage: +20% light Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +18 (+7 eff.) Spell crit. chance: +3% Damage Shield penetration: +12% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art.  | 
 arcing steel waraxe of daylight (16-22 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Damage (Melee): +8 light Damage against: +5% Undead When wielded/worn: One-handed war axes.  | 
 flaming iron waraxe of massacre (19-27 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire When wielded/worn: One-handed war axes.  | 
 Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting.  | 
 Noonravage (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +10% physical / +6% darkness / +7% cold / +11% blight / +7% fire / +7% light / +9% all Changes resistances penetration: +15% light Changes damage: +18% blight / +10% physical / +13% arcane Physical save: +11 (+4 eff.) Spell save: +24 (+6 eff.) Mental save: +12 (+6 eff.) Maximum mana: +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
 Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.  | 
 Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
 Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+4 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +6.00 Stamina each turn: +0.70 Maximum life: +33.00 Healing mod.: +12% A suit of armour made of leather.  | 
 Aeroldassra the Shockworth (0 def, 6 armour, 30-37 power, 84.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (Melee): +16 lightning / +4 fire Damage (radius 2) on crit: +8 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 2 lightning On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) Changes resistances: +6% lightning Changes resistances penetration: +10% fire Talent granted: +1 Block Handheld deflection devices.  | 
 Veluvena (0 def, 14 armour, 9-11 power, 58.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +58 Damage Shield penetration (this weapon only): +10% Damage (Melee): +11 light / +11 darkness When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +14 Fatigue: +8% Changes stats: +3 Cun / +1 Mag Changes resistances: +11% darkness / +11% light Changes damage: +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.windwalling dwarven-steel shield (0 def, 6 armour, 30-35 power, 73 block) Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +73 Damage (Melee): +13 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +13% physical Talent granted: +1 Block Slows Projectiles: +19% Bonus block near projectiles: +32 Handheld deflection devices.  | 
 demon seed [wretchling] (25, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (23, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Frost Grab Demon status: alive (87% life). The seed of a demon.  | 
 demon seed [quasit] (20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +10% acid / +10% physical / +10% blight Changes damage: +17% acid / +17% physical / +17% blight Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +10% blight / +10% fire / +10% darkness Changes damage: +17% blight / +17% fire / +17% darkness Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (16, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +18% acid / +18% darkness / +18% blight Reduce damage by fixed amount: +8 acid / +8 darkness / +8 blight Demon status: alive (100% life). The seed of a demon.  | 
 This item will automatically be transmogrified when you leave the level.Arthydar the Winterpython (3/16, 42-58 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 16 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +9 light / +12 cold Damage (radius 1) on hit: +15 fire / +8 light / +16 cold Damage against: +15% Undead Arrows are used with bows to pierce your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.psychokinetic quiver of yew arrows of amnesia (19/19, 35-49 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 37 physical damage * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (Ranged): +24 physical Arrows are used with bows to pierce your foes to death.  | 
 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 85.25 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.25 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.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Dairikan [power 182]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Defense: +5 (+2 eff.) Changes stats: +4 Cun / +2 Con Reduces incoming crit damage: 5.00% Stamina each turn: +3.00 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Hannah the Higher Demonologist level 14
57th Haze 122nd year of Ascendancy at 01:59 see stats
			Exterminator
			Killed 1000 creatures.By Hannah the Higher Demonologist level 18
10th Regrowth 123rd year of Ascendancy at 22:10 see stats
			Hell has no fury like a demon scorned!
			Escaped the Searing Halls.By Hannah the Higher Demonologist level 5
76th Pyre 122nd year of Ascendancy at 07:47 see stats
			Level 10
			Got a character to level 10.By Hannah the Higher Demonologist level 10
4th Flare 122nd year of Ascendancy at 10:58 see stats
			Level 20
			Got a character to level 20.By Hannah the Higher Demonologist level 20
12nd Regrowth 123rd year of Ascendancy at 06:49 see stats
			Once bitten, twice shy
			Escaped the Anteroom of Agony.By Hannah the Higher Demonologist level 22
15th Regrowth 123rd year of Ascendancy at 12:14 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Hannah the Higher Demonologist level 22
71st Regrowth 123rd year of Ascendancy at 17:54 see stats
			The Arena
			Unlocked Arena mode.By Hannah the Higher Demonologist level 9
5th Mirth 122nd year of Ascendancy at 21:23 see stats
			The secret city
			Discovered the truth about mages.By Hannah the Higher Demonologist level 12
13rd Dusk 122nd year of Ascendancy at 23:49 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Hannah the Higher Demonologist level 21
14th Regrowth 123rd year of Ascendancy at 14:37 see stats





















































































































