Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 | 
| Addons | Items Vault 1.0.0 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Yeek | 
| Class | Summoner | 
| Level / Exp | 50 / 6% | 
| Size | small | 
| Lifes / Deaths | Killed by Yveda the skeleton warrior at level 11 on the 6th Mirth 122nd year of Ascendancy at 07:110 / 7 Killed by Xanybeth the skeleton warrior at level 11 on the 6th Mirth 122nd year of Ascendancy at 10:19 Killed by skeleton mage at level 33 on the 44th Regrowth 123rd year of Ascendancy at 03:53 Killed by Geth the orc warrior at level 36 on the 69th Regrowth 123rd year of Ascendancy at 11:41 Killed by Nerida the vampire at level 38 on the 74th Regrowth 123rd year of Ascendancy at 17:44 Killed by Rak'shor, Grand Necromancer of the Pride at level 48 on the 62nd Dusk 123rd year of Ascendancy at 05:37 Killed by fire drake at level 50 on the 69th Dusk 123rd year of Ascendancy at 02:38 | 
Primary Stats
| Strength | 32 (base 18) | 
| Dexterity | 22 (base 13) | 
| Constitution | 36 (base 39) | 
| Magic | 79 (base 50) | 
| Willpower | 94 (base 62) | 
| Cunning | 76 (base 60) | 
Resources
| Life | 859/859 | 
| Psi | 184/184 | 
| Equilibrium | 40 | 
| Healing Factor | 1.2 | 
| Regeneration | 0.48000000000001 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +115% | 
Vision
| Sight | 10 | 
| Lite | 13 | 
| Infravision | 8 | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 55 | 
| Crit Chance | 38% | 
| APR | 55 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 37 | 
| Accuracy | 55 | 
| Crit Chance | 38% | 
| APR | 55 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 51.333333333333 | 
| Crit Chance | 32% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 67.05 | 
| Crit Chance | 55% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +32% | 
| Acid | +23% | 
| Darkness | +20% | 
| Nature | +27% | 
| Fire | +23% | 
| Physical | +45% | 
| Cold | +24% | 
| All | +12% | 
Offense: Damage Penetration
| Acid | +10% | 
| Cold | +6% | 
| Blight | +20% | 
| Physical | +22% | 
| Fire | +2% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 22 (30%) | 
| Defense | 17.2 | 
| Ranged Defense | 17.2 | 
| Fatigue | 3 | 
| Physical Save | 25.9 | 
| Spell Save | 49.516666666667 | 
| Mental Save | 53.833333333333 | 
Defense: Resistances
| Nature | + 24%( 70%) | 
| Fire | + 15%( 70%) | 
| Physical | + 21%( 70%) | 
| Cold | + 15%( 70%) | 
| All | + 6%( 70%) | 
Defense: Immunities
| Stun Resistance | 30% | 
| Silence Resistance | 36% | 
| Confusion Resistance | 100% | 
| Blind Resistance | 40% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 10% for 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. Also while Heroism is active, you will only die when reaching -604 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1141% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 597 damage for 4 turns. Its effects scale with your Magic stat. | 
Class Talents
| Wild-gift / Summoning (utility) | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Wild-gift / Summoning (melee) | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Wild-gift / Summoning (distance) | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Summoning (augmentation) | 1.30 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Wild-gift / Harmony | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Race / Yeek | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Master Summoner | 
| talent | Elemental Harmony | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 3 of Dreadfell.Escort: injured seer (level 3 of Dreadfell) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved talent Earth's Eyes (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell.Escort: injured seer (level 4 of Dreadfell) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell.Escort: injured seer (level 7 of Dreadfell) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara.Escort: lone alchemist (level 1 of Daikara) As a reward you improved Dexterity by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Dexterity by +2. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.Escort: lost warrior (level 3 of Old Forest) As a reward you improved Strength by +2. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair.Escort: repented thief (level 2 of Norgos Lair) As a reward you improved talent Piercing Sight (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved talent Charm Mastery (+1 level(s)). | done | 
| You have been tasked to remove two threats to the yeeks.Following The Way Protect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active | 
| 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 Dragon. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island.Light at the end of the tunnel | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl You talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | 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 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: 940. | 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. | 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 Ungrol of Last Hope.The Brotherhood of Alchemists Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. 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 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * 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 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 | Eilinowe (0 def, 4 armour)Eilinowe (0 def, 4 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Critical mult.: +20.00% Maximum hate: +8.00 Mindpower: +14 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | YaryleblekYaryleblek Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances penetration: +20% blight Critical mult.: +20.00% Mana each turn: +0.20 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head | Aletta's Diadem (0 def, 0 armour)Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Inflicts 184.64 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (32% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? | 
| On hands | heroic drakeskin leather gloves of war-making (0 def, 8 armour)heroic drakeskin leather gloves of war-making (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +8 Critical mult.: +18.00% Mental save: +15 Maximum life: +65.00 Spell crit. chance: +11% Mental crit. chance: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool | stralite torque of psychoportation [power 47]  (18 cooldown)stralite torque of psychoportation [power 47]  (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 47), placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| On fingers | Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| On fingers | wizard's stralite ring of mental powerwizard's stralite ring of mental power Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Mindpower: +11 Rings can have magical properties. | 
| Around neck | UlindilUlindil Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag Light radius: +3 Infravision radius: +3 Amulets can have magical properties. | 
| In main hand | caller's living mindstar of sand (17-18.7 power, 40 apr, nature damage)caller's living mindstar of sand (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The set is complete. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical Changes resistances: +6% physical Changes resistances penetration: +13% physical / +2% fire / +6% cold / +10% acid Changes damage: +19% physical / +11% fire / +12% cold / +11% acid Mindpower: +5 Mental crit. chance: +5% Life regen bonus (wilder-summons): +5.00 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. | 
| Around waist | Neira's MemoryNeira's Memory Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personnal shield, costing 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
| In off hand | Green Latern (16-17.6 power, 40 apr, nature damage)Green Latern (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The set is complete. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +20 insidious poison / +10 light When wielded/worn: Changes stats: +2 Con Damage when the wearer is hit: 10 physical / 9 mind / 8 darkness Changes resistances: +10% physical / +9% nature Changes resistances penetration: +9% physical / +10% nature Changes damage: +10% physical / +10% mind / +8% darkness / +9% nature Talent mastery: +0.20 Wild-gift / Harmony Allows you to breathe in: water Equilibrium when hit: +2.50 Maximum hate: +0.00 Mindpower: +10 Mental crit. chance: +9% Light radius: +3 Life regen bonus (wilder-summons): +5.00 It can be used to completes a nature powered mindstar set, placing all other charms into a 12 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak | murderer's elven-silk cloak of backstabbing (3 def, 0 armour)murderer's elven-silk cloak of backstabbing (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +16 Armour penetration: +15 Defense: +3 Changes stats: +2 Cun / +1 Dex Critical mult.: +40.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. | 
Inventory
| heroism infusion (+4 for 10 turns, die at -500)heroism infusion (+4 for 10 turns, die at -500) 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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 10 turns. Also while Heroism is active, you will only die when reaching -500 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. | 
| psychic's movement infusion (1049% speed; 7 turns)psychic's movement infusion (1049% speed; 7 turns) 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1049% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| sneak's healing infusion (heal 302)sneak's healing infusion (heal 302) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life. 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 ability. | 
| warrior's heroism infusion (+10 for 12 turns, die at -686)warrior's heroism infusion (+10 for 12 turns, die at -686) 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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 12 turns. Also while Heroism is active, you will only die when reaching -686 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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 ability. | 
| wizard's wild infusion (resist 26%; cure magical, mental)wizard's wild infusion (resist 26%; cure magical, mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 26% for 5 turns. 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. | 
| Rune of the Rift (526.00 temporal damage, removed from time 4 turns)Rune of the Rift (526.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 589.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. | 
| controlled phase door rune (range 9)controlled phase door rune (range 9) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. 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. | 
| controlled phase door rune (range 10)controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 10. 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.controlled phase door rune (range 7) controlled phase door rune (range 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. 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. | 
| psychic's frozen spear rune (342 cold damage)psychic's frozen spear rune (342 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 342.49 cold damage with a chance to freeze the target. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| psychic's teleportation rune (range 132)psychic's teleportation rune (range 132) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| shielding rune (absorb 462 for 6 turns)shielding rune (absorb 462 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. 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. | 
| wizard's shielding rune (absorb 437 for 4 turns)wizard's shielding rune (absorb 437 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 4 turns. Its effects scale with your Magic 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. | 
| Sealed Scroll of Last HopeSealed Scroll of Last Hope 0.10 Encumbrance. 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 | 
| Emeludalaith the ChargeroarEmeludalaith the Chargeroar Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Cun Damage when the wearer hits(melee): 6 lightning / 2 nature Changes resistances penetration: +5% lightning Changes damage: +6% lightning Talent mastery: +0.25 Cunning / Survival Blindness immunity: +28% Infravision radius: +2 See invisible: +11 Amulets can have magical properties. | 
| Garkul's TeethGarkul's Teeth Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 112.22 physical damage in a radius 7 cone in front of you. 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. | 
| archmage's steel amulet of the chosenarchmage's steel amulet of the chosen Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 5 light Damage when the wearer is hit: 6 light Changes resistances: +8% light Changes damage: +5% fire / +5% cold / +5% lightning / +4% acid Spellpower: +3 Spell crit. chance: +3% Amulets can have magical properties. | 
| cleansing steel amuletcleansing steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% nature Poison immunity: +20% Amulets can have magical properties. | 
| gold amulet of murdergold amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +6 Physical crit. chance: +3.0% Critical mult.: +14.00% Amulets can have magical properties. | 
| grounding gold amulet of mastery (0.15 Wild-gift / Call of the wild)grounding gold amulet of mastery (0.15 Wild-gift / Call of the wild) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Talent mastery: +0.15 Wild-gift / Call of the wild Stun/Freeze immunity: +25% Amulets can have magical properties. | 
| insulating steel amulet of visioninsulating steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +10% cold Blindness immunity: +14% Infravision radius: +1 See invisible: +6 Amulets can have magical properties. | 
| mindweaver's steel amuletmindweaver's steel amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Mental save: +6 Confusion immunity: +16% Mindpower: +6 Amulets can have magical properties. | 
| shielding gold amulet of the fishshielding gold amulet of the fish Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% cold / +15% light Allows you to breathe in: water Blindness immunity: +25% Amulets can have magical properties. | 
| stralite amulet of healingstralite amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Cut immunity: +60% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 48 cooldown : Effective talent level: 3.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 404 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
| vitalizing stralite amulet of the fishvitalizing stralite amulet of the fish Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% cold Allows you to breathe in: water Physical save: +7 Life regen: +1.00 Maximum life: +42.00 Amulets can have magical properties. | 
| voratun amulet of healingvoratun amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Cut immunity: +60% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
| Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. | 
| NightsongNightsong Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 41 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
| TorchpunishTorchpunish Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 20 fire Changes resistances penetration: +25% arcane Changes damage: +15% fire Rings can have magical properties. | 
| conjurer's gold ring of blastingconjurer's gold ring of blasting Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Damage when the wearer hits(melee): 5 lightning / 8 physical Damage when the wearer is hit: 6 lightning / 9 physical Spellpower: +7 Rings can have magical properties. | 
| psionicist's steel ring of darkness (+22%)psionicist's steel ring of darkness (+22%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +6 Rings can have magical properties. | 
| rogue's copper ring of wardingrogue's copper ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +12% fire / +11% cold / +10% lightning / +11% acid Rings can have magical properties. | 
| rogue's stralite ring of liferogue's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 Changes stats: +6 Cun Life regen: +0.90 Maximum life: +44.00 Healing mod.: +20% Rings can have magical properties. | 
| savage's stralite ring of lifesavage's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +12 Life regen: +1.30 Maximum life: +49.00 Maximum stamina: +20.00 Healing mod.: +14% Rings can have magical properties. | 
| savior's copper ring of tenacitysavior's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +5 Spell save: +6 Mental save: +6 Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Rings can have magical properties. | 
| sneakthief's stralite ring of lifesneakthief's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +7 Dex Life regen: +0.90 Maximum life: +52.00 Healing mod.: +23% Rings can have magical properties. | 
| sneakthief's voratun ring of frost (+34%)sneakthief's voratun ring of frost (+34%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Cun / +8 Dex Changes resistances: +34% cold Changes damage: +17% cold Rings can have magical properties. | 
| solipsist's steel ringsolipsist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +6 Rings can have magical properties. | 
| solipsist's voratun ring of tenacitysolipsist's voratun ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Disarm immunity: +38% Pinning immunity: +31% Knockback immunity: +29% Mindpower: +10 Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.treant's voratun ring of perseverance treant's voratun ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature Physical save: +10 Poison immunity: +16% Disease immunity: +12% Stun/Freeze immunity: +40% Life regen: +3.50 Rings can have magical properties. | 
| warrior's steel ring of fire (+20%)warrior's steel ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. | 
| warrior's stralite ring of mental powerwarrior's stralite ring of mental power Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str Mindpower: +9 Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.Cyruwe (55-82.5 power, 4 apr) Cyruwe (55-82.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances: +21% lightning / +6% physical Physical save: +15 Poison immunity: +30% Pinning immunity: +30% Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.blazebringer's voratun battleaxe of shearing (58-87 power, 4 apr) blazebringer's voratun battleaxe of shearing (58-87 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 47% fire When wielded/worn: Armour penetration: +14 Changes resistances penetration: +9% physical / +11% fire Changes damage: +8% physical Global speed: +5% Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.plaguebringer's voratun dagger of shearing (38.5-50.05 power, 9 apr) plaguebringer's voratun dagger of shearing (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +12 blight When wielded/worn: Armour penetration: +8 Changes resistances penetration: +6% physical Changes damage: +11% physical Disease immunity: +19% Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.voratun longsword of erosion (43-60.2 power, 6 apr) voratun longsword of erosion (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +9 nature / +11 temporal Sharp, long, and deadly. | 
| This item will automatically be transmogrified when you leave the level.icy voratun mace of crippling (45.5-63.7 power, 6 apr) icy voratun mace of crippling (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +13 ice When wielded/worn: Physical crit. chance: +10.0% Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.thought-forged voratun mace of nature (46.5-65.1 power, 6 apr) thought-forged voratun mace of nature (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +12 mind Damage conversion: 40% nature / 40% mind When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% all Changes resistances penetration: +11% nature Blunt and deadly. | 
| Nexus of the Way (22-24.2 power, 40 apr, mind damage)Nexus of the Way (22-24.2 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +20 Mental crit. chance: +9% It can be used to activate talent Wayist (costing 45 power out of 75/75) : Effective talent level: 1.0 Power cost: 45 out of 75/75. Range: 4.00 Travel Speed: instantaneous Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. | 
| This item will automatically be transmogrified when you leave the level.harmonious living mindstar of flames (17-18.7 power, 40 apr, mind damage) harmonious living mindstar of flames (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 fire Changes resistances: +6% nature / +7% fire Changes resistances penetration: +10% nature / +4% fire Changes damage: +7% nature / +6% fire Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +1.30 Mindpower: +5 Mental crit. chance: +5% It can be used to completes a nature powered mindstar set, placing all other charms into a 12 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| This item will automatically be transmogrified when you leave the level.mitotic living mindstar of storms (15-16.5 power, 40 apr, nature damage) mitotic living mindstar of storms (15-16.5 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +11.0% Attack speed: 100% Damage when this weapon hits: +13 acid blind / +17 slime When wielded/worn: Damage when the wearer is hit: 6 lightning Changes resistances: +8% lightning Changes resistances penetration: +6% lightning Changes damage: +7% lightning Mindpower: +5 Mental crit. chance: +5% It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| This item will automatically be transmogrified when you leave the level.summoner's living mindstar of sand (16.5-18.15 power, 40 apr, mind damage) summoner's living mindstar of sand (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 7 physical Changes resistances: +8% physical Changes resistances penetration: +6% physical Changes damage: +8% physical Mindpower: +12 Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| wyrm's living mindstar of sand (18-19.8 power, 40 apr, mind damage)wyrm's living mindstar of sand (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 9 physical / 6 fire / 8 cold / 5 lightning / 5 acid Changes resistances: +14% physical / +10% fire / +8% cold / +10% lightning / +7% acid Changes resistances penetration: +7% physical Changes damage: +6% physical Mindpower: +5 Mental crit. chance: +5% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 12 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| This item will automatically be transmogrified when you leave the level.halfling drakeskin leather sling of true flight halfling drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 When wielded/worn: Accuracy: +9 Physical crit. chance: +10.0% Changes damage: +16% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. | 
| This item will automatically be transmogrified when you leave the level.blighted dragonbone magestaff of invocation (30-36 power, 6 apr, fire damage) blighted dragonbone magestaff of invocation (30-36 power, 6 apr, fire damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +23.00 Spellpower: +15 Spell crit. chance: +5% It can be used to projects damage in a cone from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. | 
| Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them for 14 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
| Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| balancing drakeskin leather belt of recklessnessbalancing drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +7 Physical crit. chance: +8.0% Physical power: +5 Changes stats: +6 Cun / +4 Dex Critical mult.: +13.00% A belt that goes around your waist. | 
| thick cashmere cloak of sorcery (2 def, 8 armour)thick cashmere cloak of sorcery (2 def, 8 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Changes stats: +3 Mag / +3 Wil Changes resistances: +15% cold Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
| Aetherwalk (4 def, 0 armour)Aetherwalk (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 4 When wielded/worn: Defense: +4 Fatigue: +1% Changes stats: +5 Mag Changes resistances: +10% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
| Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
| Mardyzilaneg (0 def, 1 armour)Mardyzilaneg (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 6 physical Changes damage: +18% physical Disarm immunity: +20% A pair of boots made of leather. | 
| reinforced pair of voratun boots of evasion (9 def, 12 armour)reinforced pair of voratun boots of evasion (9 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +9 Fatigue: +4% Changes resistances: +9% fire / +9% cold / +10% lightning / +11% acid It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them for 14 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Spellhunt Remnants (6 def, 8 armour)Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. | 
| steady drakeskin leather gloves of war-making (0 def, 3 armour)steady drakeskin leather gloves of war-making (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +5 Physical crit. chance: +6.0% Armour: +3 Critical mult.: +40.00% Physical save: +6 Mental save: +7 Spell crit. chance: +11% Mental crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather cap of constitution (+6) (0 def, 5 armour) stabilizing drakeskin leather cap of constitution (+6) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Physical save: +10 A cap made of leather. | 
| This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of Eyal (5 def, 10 armour) fortifying voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +5 Str / +5 Con Life regen: +1.30 Maximum life: +183.00 Healing mod.: +15% A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.hardened voratun mail armour of delving (5 def, 17 armour) hardened voratun mail armour of delving (5 def, 17 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 Fatigue: +16% Changes stats: +7 Str Changes resistances: +8% physical / +9% fire / +9% cold / +9% lightning / +8% acid Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.radiant voratun mail armour of Eyal (5 def, 10 armour) radiant voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +1 Wil Damage when the wearer is hit: 9 light Changes resistances: +19% darkness / +27% blight Life regen: +1.40 Maximum life: +80.00 Light radius: +1 Healing mod.: +23% A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.Prismbrace (5 def, 8 armour) Prismbrace (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Damage when the wearer hits(melee): 12 light Damage when the wearer is hit: 20 light Changes resistances: +18% fire A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of Eyal (14 def, 8 armour) marauder's drakeskin leather armour of Eyal (14 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +5 Life regen: +1.50 Maximum life: +78.00 Healing mod.: +25% A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of Eyal (11 def, 8 armour) marauder's drakeskin leather armour of Eyal (11 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +11 Fatigue: +8% Changes stats: +6 Str / +9 Dex Physical save: +14 Life regen: +1.50 Maximum life: +99.00 Healing mod.: +14% A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.living voratun shield of arcane resistance (+16%) (12 def, 3 armour, 206.5 block) living voratun shield of arcane resistance (+16%) (12 def, 3 armour, 206.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 14 nature Changes resistances: +16% arcane / +16% nature / +15% blight Talent granted: +5 Block Maximum life: +73.00 Handheld deflection devices | 
| This item will automatically be transmogrified when you leave the level.spellplated voratun shield of gloom (12 def, 3 armour, 213.5 block) spellplated voratun shield of gloom (12 def, 3 armour, 213.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +4 Wil Damage when the wearer is hit: 15 % chance to cause a gloom effect Talent granted: +5 Block Spell save: +14 Mental save: +12 Handheld deflection devices | 
| 102 alchemist agate102 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. | 
| 3 sapphire3 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. | 
| Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. | 
| 3 emerald3 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 Gems can be sold for money or used in arcane rituals. | 
| 7 jade7 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 Gems can be sold for money or used in arcane rituals. | 
| turquoiseturquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. | 
| Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 It can be used to release the absorbed darkness, costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
| The Bladed RiftThe Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical + bleeding Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 24 power out of 40/40) : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
| Crystal HeartCrystal Heart Powered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
| Telos's Staff CrystalTelos's Staff Crystal Powered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. | 
| Elemental Orb (Orb of Command)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. | 
| Orb of Destruction (Orb of Command)Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
| Orb of Undeath (Orb of Command)Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
| Atamathon's Lost Ruby EyeAtamathon's Lost Ruby Eye 0.00 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. | 
| 5 bloodstone5 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% Gems can be sold for money or used in arcane rituals. | 
| 4 fire opal4 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% Gems can be sold for money or used in arcane rituals. | 
| 7 ruby7 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 Gems can be sold for money or used in arcane rituals. | 
| Rod of AnnulmentRod of Annulment Powered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
| Rod of Recall (3/3)Rod of Recall (3/3) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 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 (5/5)Rod of Spydric Poison (5/5) Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. | 
| Transmogrification ChestTransmogrification 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. | 
| hateful stralite torque of kinetic psionic shield [power 53]  (12 cooldown)hateful stralite torque of kinetic psionic shield [power 53]  (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical and acid damage by 53 for 6 turns, placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. | 
| voratun torque of thermal psionic shield [power 59]  (12 cooldown)voratun torque of thermal psionic shield [power 59]  (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire and cold damage by 59 for 6 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| warded stralite torque of charged psionic shield [power 58]  (12 cooldown)warded stralite torque of charged psionic shield [power 58]  (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning and blight damage by 58 for 6 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| Morningwill of healing [power 160]  (21 cooldown)Morningwill of healing [power 160]  (21 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer is hit: 20 light Changes damage: +15% acid Light radius: +3 It can be used to heals the target for 160, placing all other charms into a 21 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| Prismdredge of thorny skin [power 24]  (12 cooldown)Prismdredge of thorny skin [power 24]  (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 10 light Mindpower: +10 Light radius: +3 It can be used to hardens the skin for 6 turns increasing armour by 24 and armour hardiness by 50%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| The Guardian's TotemThe Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
| natural dragonbone totem of cure illness [power 4]  (12 cooldown)natural dragonbone totem of cure illness [power 4]  (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to removes up to 4 diseases from the target, placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 14 equilibrium. Natural totems are made by powerful wilders to store nature power. | 
| warded yew totem of cure poisons [power 2]  (12 cooldown)warded yew totem of cure poisons [power 2]  (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 nature / +2 acid / +2 light Talent granted: +1 Ward It can be used to removes up to 2 poisons from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| Elarimira of detection [power 6]  (9 cooldown)Elarimira of detection [power 6]  (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% acid Changes damage: +12% acid Infravision radius: +3 It can be used to detect the presence of creatures around you (rad 6), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| Greenbane the dragonbone wand of lightning [power 501]  (8 cooldown)Greenbane the dragonbone wand of lightning [power 501]  (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% nature Changes damage: +18% mind / +3% nature Talent granted: +5 Volcano It can be used to fire a beam of lightning (dam 167-501), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 18 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. | 
| 6 diamond6 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 Gems can be sold for money or used in arcane rituals. | 
| 4 moonstone4 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. | 
| 5 pearl5 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 Gems can be sold for money or used in arcane rituals. | 
| 3 amber3 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% 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 Dromai the Yeek Summoner level 36
64th Regrowth 123rd year of Ascendancy at 04:40 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 Dromai the Yeek Summoner level 46
16th Dusk 123rd year of Ascendancy at 15:31 see stats
 Against all odds
			Killed Ukruk in the ambush.
			Against all odds
			Killed Ukruk in the ambush.By Dromai the Yeek Summoner level 35
62nd Regrowth 123rd year of Ascendancy at 11:34 see stats
 Arachnophobia
			Destroyed the spydric menace.
			Arachnophobia
			Destroyed the spydric menace.By Dromai the Yeek Summoner level 39
1st Time of Balance 123rd year of Ascendancy at 14:58 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 Dromai the Yeek Summoner level 42
50th Pyre 123rd year of Ascendancy at 00:56 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 Dromai the Yeek Summoner level 38
77th Regrowth 123rd year of Ascendancy at 19:32 see stats
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Dromai the Yeek Summoner level 24
58th Haze 122nd year of Ascendancy at 06:25 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Dromai the Yeek Summoner level 16
26th Dusk 122nd year of Ascendancy at 23:02 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By Dromai the Yeek Summoner level 37
73rd Regrowth 123rd year of Ascendancy at 20:58 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Dromai the Yeek Summoner level 24
58th Haze 122nd year of Ascendancy at 15:47 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Dromai the Yeek Summoner level 18
63rd Dusk 122nd year of Ascendancy at 14:25 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 Dromai the Yeek Summoner level 29
11st Regrowth 123rd year of Ascendancy at 11:46 see stats
 Genocide
			Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
			Genocide
			Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Dromai the Yeek Summoner level 43
74th Pyre 123rd year of Ascendancy at 18:15 see stats
 Guiding Hand
			Saved all escorted adventurers.
			Guiding Hand
			Saved all escorted adventurers.By Dromai the Yeek Summoner level 34
60th Regrowth 123rd year of Ascendancy at 11:24 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 Dromai the Yeek Summoner level 20
69th Dusk 122nd year of Ascendancy at 16:43 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Dromai the Yeek Summoner level 10
5th Mirth 122nd year of Ascendancy at 14:07 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Dromai the Yeek Summoner level 20
66th Dusk 122nd year of Ascendancy at 05:26 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Dromai the Yeek Summoner level 30
19th Regrowth 123rd year of Ascendancy at 18:16 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Dromai the Yeek Summoner level 40
5th Pyre 123rd year of Ascendancy at 15:55 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By Dromai the Yeek Summoner level 50
69th Dusk 123rd year of Ascendancy at 02:38 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Dromai the Yeek Summoner level 16
41st Dusk 122nd year of Ascendancy at 12:03 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 Dromai the Yeek Summoner level 26
67th Haze 122nd year of Ascendancy at 12:10 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Dromai the Yeek Summoner level 45
12nd Dusk 123rd year of Ascendancy at 15:53 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Dromai the Yeek Summoner level 27
2nd Decay 122nd year of Ascendancy at 17:20 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By Dromai the Yeek Summoner level 38
74th Regrowth 123rd year of Ascendancy at 06:53 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Dromai the Yeek Summoner level 20
68th Dusk 122nd year of Ascendancy at 21:56 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Dromai the Yeek Summoner level 13
1st Flare 122nd year of Ascendancy at 13:02 see stats
 The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Dromai the Yeek Summoner level 47
30th Dusk 123rd year of Ascendancy at 21:34 see stats
 The Restless Dead
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead
			Disturbed an old battlefield and survived the consequences.By Dromai the Yeek Summoner level 29
10th Regrowth 123rd year of Ascendancy at 03:13 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 Dromai the Yeek Summoner level 26
76th Haze 122nd year of Ascendancy at 20:55 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Dromai the Yeek Summoner level 16
57th Dusk 122nd year of Ascendancy at 06:39 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 Dromai the Yeek Summoner level 41
39th Pyre 123rd year of Ascendancy at 14:24 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Dromai the Yeek Summoner level 29
8th Decay 122nd year of Ascendancy at 14:56 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Dromai the Yeek Summoner level 20
66th Dusk 122nd year of Ascendancy at 14:14 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 Dromai the Yeek Summoner level 35
61st Regrowth 123rd year of Ascendancy at 10:29 see stats
