













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 21 / 33% | 
| Size | medium | 
| Lifes / Deaths | Killed by yolo at level 21 on the 30th Loss 122nd year of Ascendancy at 21:48  / 2Killed by yolo at level 21 on the 30th Loss 122nd year of Ascendancy at 22:21  | 
Primary Stats
| Strength | 20 (base 13) | 
| Dexterity | 8 (base 10) | 
| Constitution | 30 (base 20) | 
| Magic | 47 (base 40) | 
| Willpower | 46 (base 39) | 
| Cunning | 14 (base 10) | 
Resources
| Life | -230/792 | 
| Mana | 400/400 | 
| Equilibrium | 0 | 
| Healing Factor | 1.4092147729954 | 
| Regeneration | 8.1029849447234 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Stealth | 17 | 
| See Invisible | 18 | 
Offense: Mainhand
| Damage | 39 | 
| Accuracy | 34 | 
| Crit Chance | 4% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 23 | 
| Accuracy | 34 | 
| Crit Chance | 5% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 38 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 39 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +12% | 
| Darkness | +15% | 
| Nature | +10% | 
| Blight | +5% | 
| Physical | +12% | 
| Cold | +4% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +7% | 
| Darkness | +6% | 
Defense: Base
| Armour (hardiness) | 23 (30%) | 
| Defense | 40 | 
| Ranged Defense | 40 | 
| Fatigue | 25 | 
| Physical Save | 36 | 
| Spell Save | 44 | 
| Mental Save | 43 | 
Defense: Resistances
| Acid | + 20%( 70%) | 
| Blight | + 14%( 70%) | 
| Arcane | + 14%( 70%) | 
| Cold | + 28%( 70%) | 
| All | + 9%( 70%) | 
| Lightning | + 17%( 70%) | 
| Light | + 14%( 70%) | 
| Temporal | + 12%( 70%) | 
| Fire | + 38%( 70%) | 
| Nature | + 31%( 70%) | 
Defense: Immunities
| Teleport Resistance | 20% | 
| Pinning Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat.  | 
Class Talents
| Spell / Eldritch shield | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Eldritch stone | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Deeprock | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Earthen vines | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Dwarf | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
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 grave | active | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | done | 
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 | 
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
You 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.  | 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 the savior. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose.  | active | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 |  pair of iron boots 'Murktaint' (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +6% fire / +6% light / +5% cold Changes damage: +6% darkness Disease immunity: +10% Spellpower: +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  deadly quiver of elm arrows of amnesia (17/17, 22-31 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death.  | 
| Light source |  brass lantern 'Delamas'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +5% arcane / +6% lightning Mental save: +6 (+2 eff.) Pinning immunity: +10% Light radius: +3 See stealth: +7 See invisible: +8 Healing mod.: +15% 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 |  Grinetonik the dwarven-steel helm (5 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 30% Changes resistances: +9% cold Changes damage: +12% acid Allows you to breathe in: water Blindness immunity: +20% Only die when reaching: -60.00 life Mindpower: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Glorulravena (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes resistances: +3% lightning / +7% cold Changes damage: +4% cold Teleport immunity: +10% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +20.00 Maximum stamina: +10.00 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.  | 
| Tool |  Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers |  savior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 95% 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!  | 
| On fingers |  wizard's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +4 Mag Spell save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 95% 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 |  Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
| In main hand |  shocking steel shield of resilience (0 def, 4 armour, 18-22 power, 42.5 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 3 lightning Talent granted: +1 Block Maximum life: +50.00 Handheld deflection devices.  | 
| Around waist |  Iserenor the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +9% nature Teleport immunity: +10% Only die when reaching: -20.00 life Maximum life: +39.00 A belt that goes around your waist.  | 
| In off hand |  acidic dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 29-35 power, 83.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 On weapon hit: * 13% chance to reduce armor by 30% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 4 acid Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices.  | 
| Cloak |  Blazepulverizer (7 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +12% acid / +9% fire / +3% temporal Mental save: +9 (+3 eff.) Blindness immunity: +20% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Bethawe (0 def, 2 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Changes stats: +3 Str / +2 Con Changes resistances: +6% blight / +15% nature / +9% all Changes resistances penetration: +6% darkness / +7% physical Changes damage: +12% physical / +10% nature / +9% darkness Life regen: +1.50 Maximum life: +49.00 Maximum hate: +5.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 143; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 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.  | 
 movement infusion of the psychic (speed 551%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the warrior (heal 181; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 181 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the psychic (res 24%; magical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the wizard (res 25%; mental; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 acid wave rune of the warrior (damage 91; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 90.72 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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.  | 
 biting gale rune of the psychic (damage 145; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 144.77 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the psychic (absorb 188; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the psychic (absorb 218; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Iviralaith the GlintravageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical / +6% light / +6% fire Changes resistances penetration: +15% fire Stamina each turn: +0.30 Light radius: +3 Amulets make your neck look great!  | 
 Neratira the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +2 Dex / +2 Wil / +7 Con Changes resistances: +16% fire / +14% cold See invisible: +6 Amulets make your neck look great!  | 
 restful copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +1.00 Amulets make your neck look great!  | 
 steel amulet 'Dourglory'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +8 Lck / +3 Con Changes resistances: +15% mind / +9% darkness Changes resistances penetration: +5% darkness Confusion immunity: +26% Light radius: +1 Reduce all damage from unseen attackers: 13% Amulets make your neck look great!  | 
 This item will automatically be transmogrified when you leave the level.wanderer's gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great!  | 
 This item will automatically be transmogrified when you leave the level.gladiator's steel ring of the mind (+11%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great!  | 
 solipsist's gold ring of darkness (+28%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +28% darkness Changes damage: +14% darkness Mindpower: +7 (+2 eff.) Rings make your fingers look great!  | 
 steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great!  | 
 wizard's steel ring of lightning (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% lightning Changes damage: +10% lightning Spell save: +4 (+1 eff.) Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of shearing (31-46 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +14% all Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword (33-53 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.Shimmerspawn the dwarven-steel longsword (24-33 power, 8 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes stats: +2 Str Changes resistances: +12% lightning / +6% light Critical mult.: +5.00% Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.thorny mindstar 'Tarrelathakhad' (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +6 Wil / +2 Cun Changes resistances: +9% temporal Talent granted: +1 Attune Mindstar Spell save: +6 (+2 eff.) Pinning immunity: +20% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.yew starstaff of might (20-24 power, 4 apr, physical 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: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.acidic steel waraxe (14-19 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.elemental dwarven-steel waraxe of corruption (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 3). On weapon hit: * Create an explosion dealing 66 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +13% cold Changes damage: +12% cold One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.Armavor the Torchsting Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Con Changes resistances: +9% acid / +6% fire Changes damage: +12% physical Physical save: +8 (+4 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist.  | 
 Ulforand the GlaciersunInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Changes resistances: +6% lightning / +6% temporal / +3% mind / +3% cold Changes damage: +3% mind A belt that goes around your waist.  | 
 grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist.  | 
 rough leather belt 'Abyssrigor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +14% fire / +5% arcane / +6% cold Changes damage: +6% fire Physical save: +3 (+1 eff.) Healing mod.: +10% A belt that goes around your waist.  | 
 rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist.  | 
 linen cloak 'Aromina' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% acid Spell save: +12 (+4 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Bleakpeal (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% * 20% chance to reduce damage dealt by 21% Changes resistances: +16% lightning / +6% darkness / +3% nature / +7% all Changes resistances penetration: +5% acid Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Sunparry the woollen robe (10 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +21% lightning / +9% all Changes resistances penetration: +5% light Changes damage: +14% lightning / +15% physical Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +13% arcane / +13% all Maximum mana: +10.00 Spellpower: +11 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Galudetir the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Wil Changes resistances: +6% lightning / +5% temporal / +3% light Cut immunity: +20% Hate when firing a critical mind attack: +1.00 Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather.  | 
 Gille the Freezetorrent (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +3 Wil / +1 Cun / +6 Lck Changes resistances: +3% cold Changes resistances penetration: +10% cold Stealth bonus: +5 Mental save: +6 (+2 eff.) Mental crit. chance: +1% A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Xibremira the Airguile (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +14% lightning / +8% temporal / +3% mind / +3% light Changes resistances penetration: +15% mind Changes damage: +9% lightning Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 This item will automatically be transmogrified when you leave the level.insulating pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% fire / +7% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 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 (+1 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.  | 
 rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane 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.  | 
 This item will automatically be transmogrified when you leave the level.steady hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +5 Physical power: +6 (+3 eff.) Armour: +2 Changes resistances: +8% blight Physical save: +7 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% 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.  | 
 Amutir (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +5 Wil Changes resistances: +3% acid / +2% physical / +5% arcane Cut immunity: +20% Only die when reaching: -40.00 life Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly...  | 
 Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.47 to 103.42 lightning damage (68.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
 Dazzleslice (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +5 Cun / +2 Wil Changes resistances: +6% mind Changes resistances penetration: +25% light Changes damage: +3% mind Infravision radius: +3 A cap made of leather.  | 
 Glorianne (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Fatigue: +1% Changes stats: +5 Dex Changes resistances: +3% fire Maximum life: +20.00 Healing mod.: +10% A cap made of leather.  | 
 dwarven-steel helm 'Layybrewyn' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Changes stats: +4 Str / +2 Con Changes resistances: +3% temporal / +3% cold Stamina each turn: +1.00 Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 64.0 Physical damage. If the attack hits, the target is confused (24% effect) for 5 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.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather cap of constitution (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con A cap made of leather.  | 
 starseer's cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +6% darkness / +5% temporal / +3% light / +8% physical Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly...  | 
 hardened leather armour 'Taintzeal' (9 def, 12 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +17% lightning / +16% physical / +10% fire / +3% nature / +20% cold Changes damage: +9% nature / +15% fire A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.steel plate armour of the deep (0 def, 11 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +6% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates.  | 
 crackling steel shield of fire resistance (+10%) (0 def, 4 armour, 10-13 power, 42 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +12 lightning When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 3 lightning Changes stats: +1 Dex Changes resistances: +10% lightning / +15% fire Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.psychokinetic quiver of ash arrows of persecution (19/19, 24-34 power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Damage (Ranged): +11 physical Damage against: +14% Unnatural / +17% Unliving 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.  | 
 68 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 5 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.  | 
 2 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Islarin the Tempestgrinder (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str / +2 Wil / +2 Cun Changes resistances: +3% lightning Mindpower: +20 (+7 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 Ulytorach the voratun pickaxe (dig speed 9 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Str Changes damage: +12% mind / +13% fire Physical save: +9 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+7 eff.) Maximum life: +75.00 Maximum vim: +20.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 15 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.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 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.  | 
 Starmaster (23/23, 22-26 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 23 On weapon crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Damage (Ranged): +8 light / +12 blight Damage (radius 1) on hit: +4 blight / +16 light Shots are used with slings to pummel your foes to death.  | 
 Shadesquall the steel torque of gale force [power 180]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +3% fire Changes damage: +3% darkness Spell save: +3 (+1 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 202 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. * Reduce 2 talent cooldowns by 2. * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+5 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 61 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
 iron torque of mindblast [power 100]  (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 100 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.  | 
 overpowered iron torque of mindblast [power 135]  (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 135 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Nerutha the elm totem of summon tentacle [power 95]  (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +5 Dex / +1 Mag Changes resistances: +5% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 206 Base Damage: 97 Armor: 0 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power.  | 
 cleansing elm totem of summon tentacle [power 95]  (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 4 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.  | 
 elm wand of lightning storm [power 116]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 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.  | 
 8 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.  | 
 9 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.  | 
 9 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 (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By yolo the Dwarf Stone Warden level 18
20th Dearth 122nd year of Ascendancy at 12:11 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By yolo the Dwarf Stone Warden level 19
28th Dearth 122nd year of Ascendancy at 15:27 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By yolo the Dwarf Stone Warden level 10
12nd Profit 122nd year of Ascendancy at 14:31 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By yolo the Dwarf Stone Warden level 20
14th Loss 122nd year of Ascendancy at 09:05 see stats
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By yolo the Dwarf Stone Warden level 19
39th Dearth 122nd year of Ascendancy at 21:25 see stats
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By yolo the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 01:47 see stats
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By yolo the Dwarf Stone Warden level 20
14th Loss 122nd year of Ascendancy at 12:35 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By yolo the Dwarf Stone Warden level 12
26th Profit 122nd year of Ascendancy at 10:45 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By yolo the Dwarf Stone Warden level 18
24th Dearth 122nd year of Ascendancy at 21:57 see stats
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By yolo the Dwarf Stone Warden level 21
30th Loss 122nd year of Ascendancy at 21:48 see stats
Log
You have been interrupted!
You carry too much--you are encumbered!
Drop some of your items.
Yolo wears (replacing Ulytorach the voratun pickaxe (dig speed 9 turns)): Tooth of the Mouth (dig speed 12 turns).
Yolo uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Talent Stone Vines is ready to use.
Yolo uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Talent Dig is ready to use.
Yolo starts suffocating to death!
Yolo is suffocating.
Talent Infusion: Regeneration is ready to use.
Yolo uses Infusion: Healing.
yolo receives 203 healing from Infusion: Healing.
Yolo uses Infusion: Regeneration.
Yolo starts regenerating health quickly.
You don't see how to get there...
yolo the level 21 dwarf stone warden suffocated to death on level 2 of Sandworm lair.
















































































































