











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Skirmisher | 
| Level / Exp | 49 / 44% | 
| Size | medium | 
| Lifes / Deaths | Killed by Celia at level 24 on the 39th Pyre 123rd year of Ascendancy at 00:144 / 3 Killed by Lord of Skulls (warrior) at level 29 on the 3rd Flare 123rd year of Ascendancy at 03:13 Killed by treant at level 41 on the 2nd Flare 124th year of Ascendancy at 05:00 | 
Primary Stats
| Strength | 31 (base 16) | 
| Dexterity | 76 (base 60) | 
| Constitution | 66 (base 55) | 
| Magic | 20 (base 10) | 
| Willpower | 60 (base 18) | 
| Cunning | 88 (base 60) | 
Resources
| Life | 1241/1241 | 
| Stamina | 367/367 | 
| Healing Factor | 1.5588369623247 | 
| Regeneration | 29.551075556229 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +96.669709505595% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 8 | 
| See Stealth | 104.27204819615 | 
| See Invisible | 117.27204819615 | 
Offense: Mainhand
| Damage | 138 | 
| Accuracy | 73 | 
| Crit Chance | 60% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 15 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 54 | 
| Crit Chance | 40% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +24% | 
| Physical | +17% | 
| Cold | +35% | 
| All | 0% | 
| Darkness | +12% | 
| Light | +15% | 
| Temporal | +6% | 
| Mind | +30% | 
| Lightning | +18% | 
| Fire | +10% | 
| Nature | +23% | 
Offense: Damage Penetration
| Physical | +13% | 
| Mind | +10% | 
| All | 0% | 
| Lightning | +10% | 
| Light | +10% | 
| Temporal | +8% | 
| Darkness | +15% | 
| Fire | +10% | 
| Nature | +15% | 
Defense: Base
| Armour (hardiness) | 56.333955552641 (100%) | 
| Defense | 80 | 
| Ranged Defense | 84 | 
| Fatigue | 0 | 
| Physical Save | 46 | 
| Spell Save | 46 | 
| Mental Save | 58 | 
Defense: Resistances
| Acid | + 64%( 70%) | 
| Blight | + 55%( 70%) | 
| Arcane | + 45%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 39%( 70%) | 
| Physical | + 45%( 70%) | 
| Lightning | + 61%( 70%) | 
| Light | + 61%( 70%) | 
| Temporal | + 48%( 70%) | 
| Mind | + 47%( 70%) | 
| Darkness | + 70%( 70%) | 
| Fire | + 64%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Confusion Resistance | 45% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5Infusion: Regeneration 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 421 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 2.5Infusion: Wild 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 2.5Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. | 
Class Talents
| Cunning / Poisons | 1.50 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Technique / Tireless Combatant | 1.41 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Called Shots | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Apply Poison | 
| talent | Pace Yourself | 
| talent | Numbing Poison | 
| talent | Insidious Poison | 
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage.Frozen Ground | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest.Aporia Fold Lys You only have 0 minutes and 0 seconds to find it! | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest.Escort: injured seer (level 4 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell.Escort: injured seer (level 8 of Dreadfell) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved Strength by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell.Escort: repented thief (level 1 of Dreadfell) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom.Escort: repented thief (level 1 of Heart of the Gloom) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair.Escort: repented thief (level 3 of Norgos Lair) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell.Escort: repented thief (level 4 of Dreadfell) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest.Escort: temporal explorer (level 3 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 706. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 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. * You have destroyed Gorbat. | active | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| Quiver |  barbed pouch of stralite shots of crippling (24/24, 52-62 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.0 - 62.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +22.5% Capacity: 24 On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. | 
| Light source |  Breninarigar the Bile's kiss Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +3% all Changes resistances penetration: +10% lightning / +15% nature Changes damage: +18% lightning Spell save: +10 (+3 eff.) Mental save: +19 (+5 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +6% Light radius: +5 See stealth: +18 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Sootvault (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 darkness Changes resistances: +25% acid / +6% fire / +9% lightning / +7% cold Changes resistances penetration: +15% darkness Changes damage: +9% acid A cap made of leather. | 
| On hands |  Nereth (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +4 Wil / +2 Cun Life regen: +7.00 Stamina each turn: +1.90 Vim when firing critical spell: +2.00 Maximum stamina: +23.00 Spellpower: +20 (+5 eff.) See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. | 
| Tool |  Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 4.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 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." | 
| On fingers |  wizard's steel ring of darkness (+24%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +4 (+1 eff.) Rings make your fingers look great! | 
| On fingers |  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around neck |  grounding copper amulet of mastery (0.11 Technique / Tireless Combatant) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.11 Technique / Tireless Combatant Stun/Freeze immunity: +20% Amulets make your neck look great! | 
| In main hand |  warden's drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Ammo reloads per turn: +3 Changes stats: +4 Mag Changes resistances penetration: +8% temporal / +13% physical Changes damage: +6% temporal / +9% physical Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. | 
| Around waist |  Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
| In off hand |  Summertide (17 def, 15 armour, 52-62 power, 260 block) Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 63.79 to 79.73 light damage (based on Willpower and Cunning) Activation costs 9 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. | 
| Cloak |  Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
Inventory
|  movement infusion (speed 400%; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 warrior (speed 493%; 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 increase movement speed by 493% 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 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 sneak (res 34%; physical; dur 3; 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 physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. | 
|  Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Blood of Undeath Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Rune of Dissipation ( ) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. | 
|  Rune of Reflection (--) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Scroll of Summoning (Limmir the Jeweler) Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! | 
|  Tome of Uttercold Powered 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. | 
|  Brightbrace the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 light Changes damage: +9% light Talent mastery: +0.14 Technique / Combat training Only die when reaching: -40.00 life Light radius: +3 Amulets make your neck look great! | 
|  Withering Orbs Infused 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... | 
|  Zemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 34 power out of 80/80) : Effective talent level: 2.5 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. | 
|  cleansing copper amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +20% Disease immunity: +21% Amulets make your neck look great! | 
|  grounding stralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% lightning Blindness immunity: +17% Stun/Freeze immunity: +38% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! | 
|  insulating gold amulet of perfection (0.23 Cunning / Called Shots,0.23 Technique / Tireless Combatant) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% fire / +12% cold Talent masteries: +0.23 Cunning / Called Shots +0.23 Technique / Tireless Combatant Amulets make your neck look great! | 
|  mindweaver's gold amulet of perfection (0.14 Technique / Mobility,0.14 Cunning / Trapping) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Talent masteries: +0.14 Technique / Mobility +0.14 Cunning / Trapping Mental save: +5 (+2 eff.) Confusion immunity: +15% Mindpower: +5 (+2 eff.) Amulets make your neck look great! | 
|  savior's voratun amulet of perfection (0.40 Wild-gift / Harmony,0.40 Technique / Skirmisher - Slings) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Wild-gift / Harmony +0.40 Technique / Skirmisher - Slings Physical save: +19 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +20 (+6 eff.) Amulets make your neck look great! | 
|  starlit steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% light / +12% darkness Blindness immunity: +26% Amulets make your neck look great! | 
|  starseer's gold amulet of magic (+5) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes damage: +4% darkness / +4% temporal / +6% light / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! | 
|  stralite amulet 'Artharig' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +6 Dex / +8 Wil / +5 Cun / +13 Lck Changes resistances penetration: +5% temporal Changes damage: +3% mind / +3% temporal Reduce all damage from unseen attackers: 14% Amulets make your neck look great! | 
|  stralite amulet 'Moregodas' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +3 Wil / +3 Cun Changes resistances: +12% blight Changes damage: +6% blight Talent mastery: +0.33 Technique / Skirmisher - Slings Light radius: +1 See invisible: +6 Amulets make your neck look great! | 
|  voratun amulet 'Aderin' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 10% chance to slow global speed by 60% Changes resistances: +5% arcane Mental save: +18 (+5 eff.) Blindness immunity: +20% Knockback immunity: +20% Life regen: +5.00 Only die when reaching: -60.00 life Maximum life: +100.00 Amulets make your neck look great! | 
|  voratun amulet 'Bethenor' Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Damage (Melee): 8 light / 12 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 26% * 15% chance to blind Changes stats: +10 Mag / +6 Wil Changes damage: +9% physical / +12% light / +13% darkness Mental save: +10 (+3 eff.) Confusion immunity: +25% Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +55.00 Mindpower: +11 (+4 eff.) Light radius: +3 Amulets make your neck look great! | 
|  voratun amulet 'Earygorain' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +16 Defense: +15 (+3 eff.) Changes stats: +15 Lck Changes resistances: +9% cold / +12% physical / +3% nature / +9% mind Changes damage: +6% mind Critical mult.: +20.00% Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Stamina each turn: +0.90 Reduce all damage from unseen attackers: 17% Amulets make your neck look great! | 
|  wanderer's stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +6 Con Blindness immunity: +27% Life regen: +3.00 Stamina each turn: +0.70 Infravision radius: +6 Sight radius: +2 See invisible: +11 Movement speed: +10% Amulets make your neck look great! | 
|  warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 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. | 
|  Adywe the Starfury Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +12 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +10 Str / +6 Dex / +8 Cun / +9 Con Changes resistances: +6% light Changes damage: +9% blight Spell save: +12 (+4 eff.) Blindness immunity: +41% Spell crit. chance: +2% Infravision radius: +5 See stealth: +15 See invisible: +21 Rings make your fingers look great! | 
|  Blizzardenvy the gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +12% acid / +12% temporal Changes resistances penetration: +25% cold Changes damage: +3% cold / +12% temporal Blindness immunity: +24% Infravision radius: +5 See stealth: +13 See invisible: +15 Rings make your fingers look great! | 
|  Ring of the Archlich Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
|  The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." | 
|  Writhing Ring of the Hunter Powered 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 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  conjurer's voratun ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Defense: +12 (+3 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  gold ring 'Singevagrant' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +30% acid / +6% fire Changes resistances penetration: +20% mind / +20% fire Changes damage: +15% acid / +30% fire / +18% mind Rings make your fingers look great! | 
|  marksman's steel ring of corrosion (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +28% acid Changes damage: +14% acid Rings make your fingers look great! | 
|  mule's gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +24 Disarm immunity: +25% Pinning immunity: +28% Knockback immunity: +26% Maximum life: +24.00 Rings make your fingers look great! | 
|  mule's steel ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +24 Rings make your fingers look great! | 
|  painweaver's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes damage: +6% all Spellpower: +17 (+4 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! | 
|  psionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Rings make your fingers look great! | 
|  psionicist's stralite ring of warding Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +18% acid / +16% fire / +10% lightning / +17% cold Mental save: +12 (+4 eff.) Rings make your fingers look great! | 
|  rogue's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Life regen: +9.00 Maximum life: +43.00 Healing mod.: +14% Rings make your fingers look great! | 
|  savage's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Maximum stamina: +12.00 Rings make your fingers look great! | 
|  savage's steel ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): 9 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 7 physical Changes stats: +2 Cun / +2 Con Spell save: +12 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +12.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! | 
|  savior's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +11.00 Maximum life: +62.00 Healing mod.: +14% Rings make your fingers look great! | 
|  sneakthief's gold ring of corrosion (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +26% acid Changes damage: +13% acid Rings make your fingers look great! | 
|  solipsist's stralite ring of nature (+30%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +30% nature Changes damage: +15% nature Mindpower: +10 (+4 eff.) Rings make your fingers look great! | 
|  stralite ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +11 (+3 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 5.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! | 
|  treant's gold ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% nature / +8% blight Poison immunity: +10% Disease immunity: +14% Life regen: +9.00 Maximum life: +51.00 Healing mod.: +12% Rings make your fingers look great! | 
|  warrior's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +30% Life regen: +2.00 Rings make your fingers look great! | 
|  warrior's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Armour: +8 Defense: +10 (+2 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  wizard's steel ring of light (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 (+2 eff.) Rings make your fingers look great! | 
|  Beludherin the Shockwinnow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce armor by 19% Damage (Ranged): +39 acid When wielded/worn: Changes damage: +43% acid / +9% cold / +15% lightning Slings are used to hurl stones or metal shots at your foes. | 
|  blazebringer's hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +35 fire When wielded/worn: Changes stats: +5 Con / +6 Wil Changes resistances penetration: +10% fire Maximum life: +16.00 Global speed: +4% Slings are used to hurl stones or metal shots at your foes. | 
|  Cobravein the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +20% nature Changes resistances penetration: +15% light Changes damage: +12% light / +9% darkness / +9% nature Physical save: +15 (+5 eff.) A belt that goes around your waist. | 
|  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. | 
|  noble's drakeskin leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +8% acid / +7% fire / +7% lightning / +8% cold Damage against: +20% Summoned Reduced damage from: +35% Summoned A belt that goes around your waist. | 
|  Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 7 power out of 25/25) : Effective talent level: 4.5 Power cost: 7 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 66 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. | 
|  Chalyruilar the Strikeparry (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Str / +12 Mag / +12 Wil / +5 Con Changes resistances: +12% lightning / +9% cold / +3% temporal / +13% all Changes resistances penetration: +5% lightning Changes damage: +37% lightning / +18% physical / +19% nature / +25% cold Poison immunity: +34% Disease immunity: +29% Mana each turn: +0.18 Psi each turn: +0.30 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 60.22 to 75.27 physical damage (based on Willpower and Cunning) with knockback Activation costs 7 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 88 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 17 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
|  Elyta (14 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+3 eff.) Changes stats: +3 Str / +8 Dex / +5 Cun / +12 Lck Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +20% blight Stealth bonus: +13 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 5.9 Power cost: 21 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 36% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  Emelogavena the pair of hardened leather boots (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +9 Changes stats: +2 Cun / +2 Dex Reduces incoming crit damage: 5.00% Disarm immunity: +20% Life regen: +4.00 Stamina each turn: +0.50 Maximum stamina: +17.00 It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
|  Shoes of Moving Slowly (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. | 
|  Demonoath of the Blightspawn (0 def, 7 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +7 Damage (Melee): 14 darkness Effects when hit in melee: * 36% chance to reduce strength, dexterity, and constitution by 9 * 31% chance to reduce damage dealt by 26% Changes stats: +5 Str Changes resistances: +12% darkness / +6% temporal Changes resistances penetration: +10% cold / +5% temporal Changes damage: +8% darkness / +15% temporal Mental save: +9 (+3 eff.) Maximum life: +68.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. | 
|  drakeskin leather cap 'Poletha' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Wil / +3 Cun / +7 Con Changes resistances: +9% blight / +9% mind Changes damage: +9% physical Physical save: +18 (+6 eff.) Mental save: +11 (+3 eff.) Maximum hate: +4.00 A cap made of leather. | 
|  Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 9 power out of 16/16) : Effective talent level: 5.5 Power cost: 9 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 81.96 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
|  reinforced leather armour 'Scorchpeal' (12 def, 11 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +12 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances: +8% acid / +18% darkness / +22% blight / +13% cold / +32% fire Changes resistances penetration: +25% mind Allows you to breathe in: water Light radius: +1 A suit of armour made of leather. | 
|  Polygarin the Umbraorder (0 def, 6 armour, 32-38 power, 79.5 block) Requires: - Shield usage training - Cunning 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 lightning When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 19% Damage when hit (Melee): 4 lightning / 2 darkness Changes stats: +3 Dex Changes resistances: +13% lightning / +24% cold / +6% darkness / +18% acid Talent granted: +1 Block Handheld deflection devices. | 
|  10 agate 0.00 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. | 
|  220 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  8 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  8 aquamarine 0.00 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. | 
|  4 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  Forbidden Tome: "The Illusory Castle" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  7 emerald 0.00 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. | 
|  9 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  9 spinel 0.00 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. | 
|  6 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Nerunne the Blindquill Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% mind / +3% lightning Changes resistances penetration: +15% lightning / +10% darkness / +10% mind Changes damage: +6% darkness Physical save: +5 (+2 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial Infused 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.(117 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  dwarven lantern 'Dimbearer' Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +7 Wil Changes resistances penetration: +15% darkness Changes damage: +10% mind Physical save: +17 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +16 (+5 eff.) Maximum life: +68.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  void-walker's dwarven lantern of the moons Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% cold / +9% light / +7% temporal Changes damage: +9% darkness Damage affinity(heal): +5% darkness Light radius: +5 Infravision radius: +4 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 5.5 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 80.64 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  35 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  12 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  useless but awesome rock Infused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock Activation costs 7 power out of 10/10. Awesome rock!!! | 
|  Rod of Annulment (1/1) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (2/2) 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 137 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. | 
|  Star Shot (20/20, 32-38 power, 15 apr) Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. | 
|  deadly pouch of stralite shots of erosion (17/17, 54-65 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 Damage (Ranged): +10 nature Shots are used with slings to pummel your foes to death. | 
|  deadly pouch of voratun shots of torment (21/21, 63-76 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 63.0 - 75.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. | 
|  deadly pouch of voratun shots of wind (23/23, 64-77 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. | 
|  Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con 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 (+3 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 Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. | 
|  7 amethyst 0.00 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. | 
|  Glowing Core Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. | 
|  3 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.00 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 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.00 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. | 
|  12 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.00 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
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Belogorion the Thalore Skirmisher level 35
43rd Regrowth 124th year of Ascendancy at 23:15 see stats
 A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Belogorion the Thalore Skirmisher level 43
14th Dusk 124th year of Ascendancy at 16:24 see stats
 Against all odds
			Killed Ukruk in the ambush.
			Against all odds
			Killed Ukruk in the ambush.By Belogorion the Thalore Skirmisher level 34
42nd Regrowth 124th year of Ascendancy at 05:56 see stats
 Arachnophobia
			Destroyed the spydric menace.
			Arachnophobia
			Destroyed the spydric menace.By Belogorion the Thalore Skirmisher level 38
46th Pyre 124th year of Ascendancy at 07:53 see stats
 Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Belogorion the Thalore Skirmisher level 39
51st Pyre 124th year of Ascendancy at 01:20 see stats
 Back and there again
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By Belogorion the Thalore Skirmisher level 49
63rd Haze 124th year of Ascendancy at 02:29 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By Belogorion the Thalore Skirmisher level 37
43rd Pyre 124th year of Ascendancy at 00:52 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Belogorion the Thalore Skirmisher level 12
2nd Dusk 122nd year of Ascendancy at 12:33 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By Belogorion the Thalore Skirmisher level 36
7th Pyre 124th year of Ascendancy at 09:44 see stats
 Dragon's Greed
			Amassed 8000 gold pieces.
			Dragon's Greed
			Amassed 8000 gold pieces.By Belogorion the Thalore Skirmisher level 42
12nd Dusk 124th year of Ascendancy at 11:02 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Belogorion the Thalore Skirmisher level 19
78th Haze 122nd year of Ascendancy at 06:53 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Belogorion the Thalore Skirmisher level 24
74th Regrowth 123rd year of Ascendancy at 23:07 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By Belogorion the Thalore Skirmisher level 24
4th Pyre 123rd year of Ascendancy at 13:35 see stats
 Guiding Hand
			Saved all escorted adventurers.
			Guiding Hand
			Saved all escorted adventurers.By Belogorion the Thalore Skirmisher level 28
1st Flare 123rd year of Ascendancy at 23:50 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Belogorion the Thalore Skirmisher level 34
35th Regrowth 124th year of Ascendancy at 00:07 see stats
 I cleared the room of death and all I got was this lousy achievement!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Belogorion the Thalore Skirmisher level 41
51st Pyre 124th year of Ascendancy at 17:12 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Belogorion the Thalore Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 11:43 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Belogorion the Thalore Skirmisher level 20
6th Allure 123rd year of Ascendancy at 10:19 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Belogorion the Thalore Skirmisher level 30
10th Flare 123rd year of Ascendancy at 12:55 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Belogorion the Thalore Skirmisher level 40
51st Pyre 124th year of Ascendancy at 08:29 see stats
 Oozemancer
			Destroyed the corrupted oozemancer.
			Oozemancer
			Destroyed the corrupted oozemancer.By Belogorion the Thalore Skirmisher level 31
36th Haze 123rd year of Ascendancy at 15:15 see stats
 Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Belogorion the Thalore Skirmisher level 44
46th Dusk 124th year of Ascendancy at 00:52 see stats
 Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Belogorion the Thalore Skirmisher level 30
1st Dusk 123rd year of Ascendancy at 20:36 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Belogorion the Thalore Skirmisher level 38
45th Pyre 124th year of Ascendancy at 09:10 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Belogorion the Thalore Skirmisher level 25
8th Mirth 123rd year of Ascendancy at 08:17 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By Belogorion the Thalore Skirmisher level 37
7th Pyre 124th year of Ascendancy at 11:16 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Belogorion the Thalore Skirmisher level 24
5th Pyre 123rd year of Ascendancy at 03:51 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Belogorion the Thalore Skirmisher level 14
1st Haze 122nd year of Ascendancy at 20:35 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Belogorion the Thalore Skirmisher level 48
2nd Haze 124th year of Ascendancy at 10:25 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Belogorion the Thalore Skirmisher level 28
1st Flare 123rd year of Ascendancy at 19:20 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Belogorion the Thalore Skirmisher level 20
27th Regrowth 123rd year of Ascendancy at 17:16 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Belogorion the Thalore Skirmisher level 34
41st Regrowth 124th year of Ascendancy at 14:19 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot in sight of the Gates of Morning, with no trace of the portal...
Saving game...
There is a Gates of Morning (Town) here (press '' or right click to use).
Saving done.
You gain 2.95 gold from the transmogrification of deadly quiver of dragonbone arrows of grasping (24/24, 68-95 power, 18 apr).
You gain 8.90 gold from the transmogrification of hardened stralite plate armour of Eyal (0 def, 22 armour).
You gain 3.91 gold from the transmogrification of drakeskin leather cap of precognition (10 def, 5 armour).
You gain 13.40 gold from the transmogrification of verdant elven-silk robe of Angolwen (0 def, 0 armour).
You gain 2.69 gold from the transmogrification of mindwoven elven-silk robe of power (0 def, 0 armour).
You gain 4.05 gold from the transmogrification of thick elven-silk cloak of fog (11 def, 11 armour).
You gain 8.98 gold from the transmogrification of cruel elven-wood magestaff of channeling (25-30 power, 5 apr, fire element).
You gain 4.78 gold from the transmogrification of steady reinforced leather sling of recursion.
You gain 7.52 gold from the transmogrification of inquisitor's living mindstar of flames (16-17 power, 40 apr, nature damage).
You gain 5.06 gold from the transmogrification of inquisitor's voratun mace of erosion (48-66 power, 6 apr).
You gain 9.80 gold from the transmogrification of caustic voratun greatsword (62-99 power, 4 apr).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.

















































