Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Items Vault 1.5.0Donators/Buyers bonus! Convenient Digging 1.5.5 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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:
 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Embers of Rage 1.5.0Official 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:
 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Dread Necromancer | 
| Level / Exp | 50 / 822% | 
| Size | big | 
| Lifes / Deaths | Killed by Yama's Inner Demon at level 50 on the 34th Haze 123rd year of Ascendancy at 17:39  / 2Killed by Yama's Inner Demon at level 50 on the 34th Haze 123rd year of Ascendancy at 17:40  | 
Primary Stats
| Strength | 36 (base 13) | 
| Dexterity | 25 (base 14) | 
| Constitution | 38 (base 34) | 
| Magic | 97 (base 64) | 
| Willpower | 80 (base 60) | 
| Cunning | 67 (base 62) | 
Resources
| Mana | 1001/1013 | 
| Life | -708/795 | 
| Positive | 197/197 | 
| Steam | 100/100 | 
| Soul | 5/5 | 
| Healing Factor | 1.461923076923 | 
| Regeneration | 24.925788461537 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +15% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 10 | 
| See Stealth | 59.453576657314 | 
| See Invisible | 89.453576657314 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 59 | 
| Accuracy | 33 | 
| Crit Chance | 59% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 64 | 
| Crit Chance | 37% | 
| Speed | 0.8695652173913 | 
Offense: Mind
| Mindpower | 47 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +23% | 
| Acid | +17% | 
| Light | +25% | 
| Darkness | +83% | 
| Cold | +28% | 
| Mind | +42% | 
| Fire | +23% | 
| All | +8% | 
Offense: Damage Penetration
| Blight | +15% | 
| Acid | +5% | 
| Light | +10% | 
| Mind | +10% | 
Defense: Base
| Armour (hardiness) | 81.796538684438 (57%) | 
| Defense | 56 | 
| Ranged Defense | 57 | 
| Fatigue | 0 | 
| Physical Save | 42 | 
| Spell Save | 48 | 
| Mental Save | 56 | 
Defense: Resistances
| Acid | + 49%( 70%) | 
| Blight | + 55%( 70%) | 
| Cold | + 62%( 70%) | 
| All | + 37%( 70%) | 
| Darkness | + 65%( 70%) | 
| Light | + 41%( 70%) | 
| Temporal | + 65%( 70%) | 
| Lightning | + 62%( 70%) | 
| Fire | + 43%( 70%) | 
| Nature | + 63%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 68% | 
| Poison Resistance | 95% | 
| Blind Resistance | 30% | 
| Silence Resistance | 100% | 
| Bleed Resistance | 70% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 100% | 
| Pinning Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 25% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -1004 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 671 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat.  | 
Class Talents
| Spell / High necromancy | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
  | 5/5 | 
| Spell / Death | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Grave | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Spell / Skeletal mastery | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Spirit mastery | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Ghoul mastery | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Spectre | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Soul | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 5/5 | 
| Spell / Necromancy | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| beneficial effect | Taking on a spectral form, allowing teleportation back to their original tile. Ghost Walk | 
| beneficial effect | 27% chance to fully evade any damaging actions or negative effects. Intangible | 
| beneficial effect | The target is out of phase with reality, increasing defense by 35, resist all by 22%, and reducing the duration of detrimental timed effects by 45%. Out of Phase | 
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing | 
| beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)).  | done | 
You failed to protect the lost anorithil from death by Burb the snow giant champion. Escort: lost anorithil (level 2 of Daikara) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)).  | 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 | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | 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 fire dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall.  | 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.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of 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!  | done | 
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 within3 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  undeterred pair of hardened leather boots of uncanny dodging (4 def, 3 armour)  =UDT 23=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Physical save: +15 (+5 eff.) Silence immunity: +23% Confusion immunity: +28% Pinning immunity: +25% Stun/Freeze immunity: +23% Knockback immunity: +25% Teleport immunity: +100% A pair of boots made of leather.  | 
| Light source |  dwarven lantern 'Treeraze'  =Crit Dam, Invis, Life=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +19 (+7 eff.) Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 12 fire Changes stats: +14 Wil Changes resistances: +6% nature Changes resistances penetration: +10% mind Changes damage: +12% mind / +25% darkness Critical mult.: +36.00% Mental save: +13 (+4 eff.) Maximum life: +79.00 Light radius: -1 Infravision radius: +10 See stealth: +23 See invisible: +33 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Helm of the Dwarven Emperors (0 def, 6 armour)  =Conf 30, Blind 30=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Silence immunity: +50% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 60.52 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows.  | 
| Tool |  Emuwe (dig speed 5 turns) =Crit Dam, Life=Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+4 eff.) Fatigue: -9% Changes stats: +8 Str / +7 Mag Changes damage: +22% mind / +15% fire Critical mult.: +19.00% Reduces incoming crit damage: 17.00% Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +29 (+8 eff.) Maximum life: +84.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Blazeusher the voratun ring =L2, Stun 44, Regen=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes stats: +6 Str Changes resistances: +12% blight / +12% nature / +9% acid Changes resistances penetration: +10% light Changes damage: +9% acid / +9% light Poison immunity: +25% Disease immunity: +22% Stun/Freeze immunity: +44% Life regen: +4.00 Light radius: +2 Rings can have magical properties.  | 
| Around waist |  Yama's Sash Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Defense: +19 (+6 eff.) Fatigue: -20% Changes stats: +6 Mag Changes resistances: +10% acid / +10% lightning / +10% fire / +6% nature / +10% cold Changes resistances penetration: +15% blight Stealth bonus: +15 Maximum encumbrance: +50 Spell save: +13 (+5 eff.) Mana each turn: +0.45 Maximum mana: +170.00 Spell crit. chance: +6% Size category: +1 A belt that goes around your waist.  | 
| In main hand |  Yama's Rod (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +15.0% Armour: +9 Armour Hardiness: +12% Defense: +25 (+7 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +3 Str / +4 Con Changes resistances: +14% temporal / +15% darkness / +6% light Changes resistances penetration: +5% acid Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +12 (+4 eff.) Mana each turn: +5.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Defense after a teleport: +35 Resist all after a teleport: +22% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power!  | 
| Main armor |  Death's Embrace (18 def, 18 armour)  =Dark 20, Awesome=Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 37, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch.  | 
| Cloak |  Forestspar the elven-silk cloak (3 def, 0 armour)  =Heal 26, Life=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+11 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +3 Wil / +5 Mag Changes resistances: +16% blight / +17% nature / +30% lightning Changes damage: +15% nature Critical mult.: +15.00% Stun/Freeze immunity: +50% Life regen: +2.80 Maximum life: +101.00 Maximum stamina: +30.00 Maximum vim: +30.00 Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Vox =Silence 100=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet.  | 
Inventory
 medical injector implant of the sneak (efficiency 127% / cooldown 83%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 83%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions  | 
 medical injector implant of the titan (efficiency 129% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 84%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions  | 
 medical injector implant of the warrior (efficiency 165% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions  | 
 medical injector implant of the warrior (efficiency 145% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions  | 
 heroism infusion of the wizard (+20 for 11 turns, die at -882)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -882 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions  | 
 phase door rune of the sneak (range 12; power 34; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.schematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 This item will automatically be transmogrified when you leave the level.schematic: Toxic Cannister Launcher Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you.  | 
 The Black Core =Blind 100, Unlife=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
 clarifying steel amulet of mastery (0.15 Cunning / Survival) =Conf 23 (Swap)=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Talent mastery: +0.15 Cunning / Survival Confusion immunity: +23% Amulets can have magical properties.  | 
 steel amulet 'Runedig' =Unlife=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Fatigue: -5% Changes resistances: +6% mind / +15% temporal Mental save: +6 (+2 eff.) Knockback immunity: +25% Life regen: +1.50 Only die when reaching: -40.00 life Amulets can have magical properties.  | 
 Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.  | 
 Unflinching Eye =Blind 100 (Swap)=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.  | 
 Garkul's Teeth =Pin 100 (Swap)=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 167.71 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Bokuhor the steel ring =Con 10 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Str / +10 Con Changes resistances penetration: +15% physical Changes damage: +15% acid Rings can have magical properties.  | 
 Lisinn =Stun 29, Blind 27 (Swap)=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +2 Con Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +6% blight Spell save: +11 (+4 eff.) Blindness immunity: +27% Stun/Freeze immunity: +29% Life regen: +1.60 Maximum stamina: +12.00 Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties.  | 
 steel ring 'Daimuharamarek' =Lightning Res 33 (Swap)=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +33% lightning / +12% mind Changes damage: +12% lightning / +12% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +30 (+8 eff.) Rings can have magical properties.  | 
 steel ring 'Lightningwrest' =Stun 66 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% darkness Changes damage: +15% lightning Reduces incoming crit damage: 10.00% Silence immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +66% Life regen: +1.80 Rings can have magical properties.  | 
 Aerawe the gold ring =Invis (Swap)=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +3 Cun Changes resistances: +6% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Blindness immunity: +34% Infravision radius: +8 See stealth: +13 See invisible: +34 Rings can have magical properties.  | 
 gladiator's gold ring =Con 6 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +7 Str / +6 Con Rings can have magical properties.  | 
 gold ring 'Shadowrain' =Con 8 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +8 Con Changes resistances: +9% mind / +9% temporal Spell save: +30 (+10 eff.) Cut immunity: +25% Disarm immunity: +10% Rings can have magical properties.  | 
 savior's gold ring of perseverance =Stun 21 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +2.20 Rings can have magical properties.  | 
 Brandmaim the stralite ring =Stun 41 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +25% mind / +25% fire Changes damage: +12% mind / +12% fire Mental save: +18 (+5 eff.) Stun/Freeze immunity: +41% Life regen: +4.00 Mindpower: +10 (+3 eff.) Rings can have magical properties.  | 
 Polonne the stralite ring =Con 10 (Swap)=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +10 Con Changes damage: +12% acid Physical save: +14 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +15 (+4 eff.) Light radius: +3 See invisible: +15 Rings can have magical properties.  | 
 Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Armour of Shadows Physical save: -30 (-14 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-10 eff.) You have set the ring to grant you Armour of Shadows! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.  | 
 Galepyre the voratun ring =Unlife, Con 16=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +7 Str / +16 Con Changes resistances: +9% blight / +34% fire Changes resistances penetration: +10% lightning Changes damage: +17% fire Physical save: +10 (+3 eff.) Spell save: +37 (+12 eff.) Only die when reaching: -80.00 life Maximum stamina: +28.00 Rings can have magical properties.  | 
 Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 192.07 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.  | 
 voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.elven-wood magestaff 'Kindlebone' (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +24 light / +8 blight When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 blight Changes resistances: +6% light Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
 Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+10 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.  | 
 Telos's Staff (Bottom Half) =Awesome (Stash)=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff.  | 
 This item will automatically be transmogrified when you leave the level.stralite greatmaul 'Lelasagund' (55-82.5 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 nature / +44 temporal When wielded/worn: Changes stats: +6 Wil / +5 Cun / +3 Con Reduces incoming crit damage: 15.00% See invisible: +12 Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.Brightwell (58.5-93.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to blind * 23% chance to disease Damage (Melee): +28 blight When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +4 Dex Changes damage: +15% light Disease immunity: +48% Maximum life: +20.00 Massive two-handed swords.  | 
 Prismpierce the voratun greatsword (66-105.6 power, 4 apr) =Stash=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Damage (Melee): +27 blight / +4 arcane Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +19 (+9 eff.) Physical crit. chance: +17.0% Changes stats: +7 Str / +3 Wil Changes damage: +12% light / +13% physical Mana each turn: +0.08 Stamina when hit: +3.00 Spell crit. chance: +1% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.Starpiercer the stralite longsword (31-43.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +25 cold When wielded/worn: Changes resistances: +9% nature Changes damage: +12% blight / +18% light / +18% arcane Critical mult.: +10.00% Spell save: +20 (+7 eff.) Only die when reaching: -40.00 life Sharp, long, and deadly.  | 
 The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world."  | 
 This item will automatically be transmogrified when you leave the level.voratun longsword 'Glintwrest' (40-56 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% blight / +12% nature / +18% darkness Changes resistances penetration: +15% light Light radius: +3 Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun waraxe (40-56 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes.  | 
 Seeds of the Black Tree (17-18.7 power, 27 apr, darkness damage) =Dark=Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian and the tentacles strike out with them like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.  | 
 This item will automatically be transmogrified when you leave the level.pulsing mindstar 'Abysspulverizer' (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 fire Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +12 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +13% darkness / +20% arcane / +13% mind Changes damage: +15% mind / +17% darkness Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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.voratun steamsaw of dampening (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +110 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +11% acid / +12% fire / +17% cold / +12% lightning Talent granted: +3 Block Spell save: +14 (+5 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 This item will automatically be transmogrified when you leave the level.voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.Fograider the quiver of dragonbone arrows (24/24, 76-106.4 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 76.0 - 106.4 Uses stats: 50% Str, 70% Dex Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +16 mind / +16 temporal / +8 darkness Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +16 darkness Arrows are used with bows to pierce your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.arcing quiver of dragonbone arrows of accuracy (22/22, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +24 lightning Arrows are used with bows to pierce your foes to death.  | 
 Lunar Shield (12 def, 7 armour, 250 block) =Dark=Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+3 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow.  | 
 The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again."  | 
 Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+5 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+7 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.  | 
 Robe of the Archmage (10 def, 10 armour) =Damage, Mana=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Armour Hardiness: +0% Defense: +10 (+3 eff.) Fatigue: +0% Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.  | 
 Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +0 Armour Hardiness: +0% Defense: +6 (+2 eff.) Fatigue: +0% Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+9 eff.) Blindness immunity: +50% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power.  | 
 The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+5 eff.) Spell save: +25 (+9 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?"  | 
 Fearfire Mantle (14 def, 0 armour) =Fearfire=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +0% lightning / +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire Stun/Freeze immunity: +0% All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart.  | 
 Wanderer's Rest (4 def, 0 armour) =Pin 100 (Swap)=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
 Bethotira the pair of drakeskin leather boots (25 def, 14 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+7 eff.) Fatigue: -5% Changes stats: +6 Wil / +6 Con Changes resistances penetration: +10% acid / +10% physical Changes damage: +12% mind Stamina each turn: +0.90 Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +60.00 Maximum mana: +118.00 Mindpower: +10 (+3 eff.) Infravision radius: +3 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather.  | 
 Cyromima the Lightningbrand (10 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +10 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: -5% Effects on melee hit: * 35% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes stats: +4 Cun / +4 Dex Changes resistances: +15% acid / +21% lightning / +15% cold / +12% mind / +15% fire Changes resistances penetration: +10% lightning Changes damage: +6% acid Stamina each turn: +0.90 Maximum life: +47.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Steam Powered Boots (8 def, 15 armour) =Steam (Swap)=Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power!  | 
 Balylathagar (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +15 Physical power: +20 (+7 eff.) Armour: +3 Changes stats: +6 Str / +9 Dex / +7 Cun / +8 Con Changes resistances penetration: +5% arcane Reduces incoming crit damage: 15.00% Physical save: +19 (+6 eff.) Spell save: +14 (+5 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +45% Mana each turn: +0.08 Spell crit. chance: +4% Light radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 119.08 fire damage and 177.17 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power.  | 
 This item will automatically be transmogrified when you leave the level.miner's drakeskin leather hat (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Infravision radius: +2 A hat made of leather. Very stylish.  | 
 The Black Crown (0 def, 15 armour) =(Stash)=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Silence immunity: +0% Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
 Steam Powered Helm (3 def, 12 armour) =Steam (Swap)=Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power!  | 
 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 118 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.  | 
 Yvesekira =Conf 25 (Swap)=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0% light / +0% darkness Physical save: +6 (+2 eff.) Poison immunity: +10% Confusion immunity: +25% Stun/Freeze immunity: +20% Knockback immunity: +15% Only die when reaching: -60.00 life Light radius: +5 Infravision radius: +0 See stealth: +0 See invisible: +0 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.  | 
 Light of Revelation =Invis (Swap)=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power!  | 
amazing fiery salve [power 30] amazing fiery salve [power 30]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 144% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (30% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing frost salve [power 30] amazing frost salve [power 30]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 144% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (30% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing healing salve [power 426] amazing healing salve [power 426]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 144% efficiency and 53% cooldown modifier. It can be used to heal 426, putting Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
amazing pain suppressor salve [power 373] amazing pain suppressor salve [power 373]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 144% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -373 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
amazing water salve [power 30] amazing water salve [power 30]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 144% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (30% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 Essence of Bearness =Awesome (Swap)=Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness!  | 
 Tooth of the Mouth (dig speed 12 turns) =Dig (Swap)=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 dwarven-steel pickaxe 'Ebonyedge' (dig speed 13 turns) =Mana, Spell Crit=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str / +4 Mag Changes resistances penetration: +18% physical Changes damage: +3% mind / +6% darkness Hate when firing a critical mind attack: +2.00 Maximum mana: +37.00 Spell crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +50 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.  | 
 Fortune's Eye =Track (Swap)=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.8 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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), costing 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.  | 
 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Rod of Spydric Poison (3/3) =Awesome (Swap)=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 723.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom.  | 
 Tree of Life =(Stash)=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
 Void Shard =Dark (Swap)=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 212.76 temporal and 360.51 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight.  | 
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Yama the Cornac Dread Necromancer level 38
11st Pyre 123rd year of Ascendancy at 06:14 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Yama the Cornac Dread Necromancer level 39
27th Pyre 123rd year of Ascendancy at 06:27 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Yama the Cornac Dread Necromancer level 38
7th Pyre 123rd year of Ascendancy at 06:53 see stats
			Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.By Yama the Cornac Dread Necromancer level 50
60th Dusk 123rd year of Ascendancy at 11:20 see stats
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Yama the Cornac Dread Necromancer level 46
6th Mirth 123rd year of Ascendancy at 16:02 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Yama the Cornac Dread Necromancer level 50
60th Dusk 123rd year of Ascendancy at 04:39 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Yama the Cornac Dread Necromancer level 43
77th Pyre 123rd year of Ascendancy at 02:38 see stats
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Yama the Cornac Dread Necromancer level 39
55th Pyre 123rd year of Ascendancy at 22:52 see stats
			Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Yama the Cornac Dread Necromancer level 39
15th Pyre 123rd year of Ascendancy at 09:31 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Yama the Cornac Dread Necromancer level 7
3rd Flare 122nd year of Ascendancy at 23:00 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Yama the Cornac Dread Necromancer level 41
72nd Pyre 123rd year of Ascendancy at 18:09 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Yama the Cornac Dread Necromancer level 35
2nd Pyre 123rd year of Ascendancy at 17:24 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Yama the Cornac Dread Necromancer level 23
1st Wintertide 123rd year of Ascendancy at 12:10 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Yama the Cornac Dread Necromancer level 39
56th Pyre 123rd year of Ascendancy at 11:44 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Yama the Cornac Dread Necromancer level 32
74th Regrowth 123rd year of Ascendancy at 05:35 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yama the Cornac Dread Necromancer level 39
27th Pyre 123rd year of Ascendancy at 06:52 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Yama the Cornac Dread Necromancer level 47
6th Mirth 123rd year of Ascendancy at 23:50 see stats
			Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Yama the Cornac Dread Necromancer level 31
51st Regrowth 123rd year of Ascendancy at 22:09 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Yama the Cornac Dread Necromancer level 10
3rd Dusk 122nd year of Ascendancy at 06:17 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Yama the Cornac Dread Necromancer level 20
6th Haze 122nd year of Ascendancy at 04:05 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Yama the Cornac Dread Necromancer level 30
35th Regrowth 123rd year of Ascendancy at 04:44 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Yama the Cornac Dread Necromancer level 40
56th Pyre 123rd year of Ascendancy at 11:44 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Yama the Cornac Dread Necromancer level 50
30th Dusk 123rd year of Ascendancy at 04:33 see stats
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Yama the Cornac Dread Necromancer level 50
4th Haze 123rd year of Ascendancy at 11:37 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Yama the Cornac Dread Necromancer level 14
25th Dusk 122nd year of Ascendancy at 23:45 see stats
			Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Yama the Cornac Dread Necromancer level 41
72nd Pyre 123rd year of Ascendancy at 08:52 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Yama the Cornac Dread Necromancer level 50
59th Dusk 123rd year of Ascendancy at 14:07 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Yama the Cornac Dread Necromancer level 42
73rd Pyre 123rd year of Ascendancy at 08:08 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Yama the Cornac Dread Necromancer level 42
73rd Pyre 123rd year of Ascendancy at 01:55 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Yama the Cornac Dread Necromancer level 10
5th Dusk 122nd year of Ascendancy at 21:40 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Yama the Cornac Dread Necromancer level 6
8th Mirth 122nd year of Ascendancy at 07:42 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Yama the Cornac Dread Necromancer level 39
27th Pyre 123rd year of Ascendancy at 06:27 see stats
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yama the Cornac Dread Necromancer level 29
35th Regrowth 123rd year of Ascendancy at 04:44 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Yama the Cornac Dread Necromancer level 50
68th Dusk 123rd year of Ascendancy at 14:03 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Yama the Cornac Dread Necromancer level 14
29th Dusk 122nd year of Ascendancy at 06:15 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Yama the Cornac Dread Necromancer level 48
11st Dusk 123rd year of Ascendancy at 05:21 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Yama the Cornac Dread Necromancer level 27
3rd Regrowth 123rd year of Ascendancy at 16:08 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Yama the Cornac Dread Necromancer level 21
6th Haze 122nd year of Ascendancy at 23:51 see stats
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Yama the Cornac Dread Necromancer level 50
34th Haze 123rd year of Ascendancy at 17:39 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Yama the Cornac Dread Necromancer level 36
5th Pyre 123rd year of Ascendancy at 23:41 see stats
Log
Yama's form becomes intangible!
Yama's Inner Demon's spell attains critical power!
A shield forms around Yama's Inner Demon.
Ghoul shrugs off the effect 'Abyssal Shroud'!
Ghoul shrugs off the effect 'Abyssal Shroud'!
Ghoul feels closer to the abyss!
Yama's Inner Demon shrugs off the effect 'Abyssal Shroud'!
A shield forms around Yama's Inner Demon.
A shield forms around ghoul.
A shield forms around ghoul.
A shield forms around ghoul.
A shield forms around ghoul.
Antilife Field from Yama hits Soul fragment for 917 darkness damage.
Yama's Inner Demon receives 63 healing from Antilife Field from Yama.
Ghoul receives 62 healing from Yama's healing light area effect.
Yama's Inner Demon receives 61 healing from Yama's healing light area effect.
Ghoul receives 62 healing from Yama's healing light area effect.
Ghoul receives 62 healing from Yama's healing light area effect.
Ghoul receives 62 healing from Yama's healing light area effect.
Nightmare horror's abyssal darkness area effect hits Ghoul for 59 darkness damage.
Nightmare horror's abyssal darkness area effect hits Yama's Inner Demon for 40 darkness damage.
Nightmare horror's abyssal darkness area effect hits Ghoul for 40 darkness damage.
Nightmare horror's abyssal darkness area effect hits Yama's Inner Demon for (40 absorbed), 0 darkness (0 total damage).
Nightmare horror's abyssal darkness area effect hits Ghoul for 59 darkness damage.
Nightmare horror's abyssal darkness area effect hits Ghoul for 40 darkness damage.
Yama's Inner Demon hits Yama for 400 cold, 581 cold (980 total damage).
Death's Embrace hits Yama for 149 darkness, (71 negated), 145 darkness (293 total damage).
Yama's Inner Demon casts Circle of Death.
Yama's Inner Demon's spell attains critical power!
Saving game...



































































































