
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
 Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Adventure | 
| Sex | Female | 
| Race | Halfling | 
| Class | Anorithil | 
| Level / Exp | 50 / 690% | 
| Size | small | 
| Lifes / Deaths | Killed by Poraldann the skeleton archer at level 29 on the 76th Haze 122nd year of Ascendancy at 02:58 3 / 4Killed by war hound at level 43 on the 9th Haze 123rd year of Ascendancy at 11:11 Killed by Silida the gigantic sandworm tunneler at level 50 on the 57th Pyre 124th year of Ascendancy at 10:33 Killed by orc corruptor at level 50 on the 13rd Dusk 124th year of Ascendancy at 11:22  | 
Primary Stats
| Strength | 13 (base 10) | 
| Dexterity | 46 (base 43) | 
| Constitution | 61 (base 53) | 
| Magic | 126 (base 60) | 
| Willpower | 29 (base 10) | 
| Cunning | 90 (base 60) | 
Resources
| Mana | 369/369 | 
| Negative | 217/217 | 
| Vim | 346/346 | 
| Life | 1423/1423 | 
| Positive | 182/182 | 
| Paradox | 300 | 
| Healing Factor | 0.8349470706754 | 
| Regeneration | 3.5485250503705 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| See Invisible | 16 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 47 | 
| Accuracy | 36 | 
| Crit Chance | 54% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 89 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 42 | 
| Crit Chance | 36% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +23% | 
| Arcane | +44% | 
| Cold | +29% | 
| All | +14% | 
| Darkness | +97% | 
| Light | +38% | 
| Temporal | +25% | 
| Physical | +45% | 
| Lightning | +29% | 
Offense: Damage Penetration
| Darkness | +50% | 
| Light | +40% | 
| Temporal | +42% | 
| Blight | +50% | 
| Physical | +50% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 33 (30%) | 
| Defense | 72 | 
| Ranged Defense | 72 | 
| Fatigue | 0 | 
| Physical Save | 23 | 
| Spell Save | 54 | 
| Mental Save | 34 | 
Defense: Resistances
| Acid | + 34%( 70%) | 
| Blight | + 14%( 70%) | 
| Arcane | + 47%( 70%) | 
| Cold | + 59%( 70%) | 
| All | + 28%( 70%) | 
| Lightning | + 40%( 70%) | 
| Temporal | + 58%( 70%) | 
| Darkness | + 70%( 70%) | 
| Fire | + 35%( 70%) | 
| Nature | + 14%( 70%) | 
Defense: Immunities
| Stun Resistance | 43% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 60% | 
| Teleport Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 7 times. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 2.5 Rune: DissipationUse 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.  | 
Class Talents
| Celestial / Circles | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
| Celestial / Star fury | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Eclipse | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 3/5 | 
  | 0/5 | 
| Celestial / Glyphs | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
| Celestial / Twilight | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 3/5 | 
  | 1/5 | 
| Celestial / Sunlight | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Chronomancy / Chronomancy | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Light | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
  | 3/5 | 
| Celestial / Hymns | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 3/5 | 
| Celestial / Chants | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Corona | 
| talent | Contingency | 
| talent | Premonition | 
| talent | Glyphs | 
| talent | Hymn Nocturnalist | 
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)).  | 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 talent Stone Touch (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00).  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou 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.  | failed | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. * You've found the needed electric eel tail. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened.  | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Eilinulekira the Tideravager (0 def, 13 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +13 Changes resistances: +27% temporal / +30% darkness / +3% cold Changes resistances penetration: +15% darkness / +17% temporal Changes damage: +12% physical Silence immunity: +36% Confusion immunity: +40% Stun/Freeze immunity: +43% Spellpower: +10 (+2 eff.) Defense after a teleport: +21 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% A pair of boots made of leather.  | 
| Light source |  UmbraphageRequires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 104, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 425.52 darkness damage (based on Mindpower and charge) Activation costs 10 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. This item has been sent to the Item's Vault.  | 
| On head |  Brenuldil the cashmere wizard hat (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +9% cold Changes resistances penetration: +25% blight Changes damage: +9% physical / +11% temporal / +9% light / +5% darkness Critical mult.: +20.00% Spell save: +18 (+6 eff.) Cut immunity: +20% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly...  | 
| Tool |  Tideswift [power 275]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes resistances: +21% cold Changes damage: +9% blight / +15% cold Spellpower: +30 (+6 eff.) Spell crit. chance: +3% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 399 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  gold ring 'Manileg'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +5% arcane Spell save: +10 (+3 eff.) Teleport immunity: +20% Life regen: +4.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -80.00 life Maximum life: +100.00 Rings make your fingers look great!  | 
| On fingers |  voratun ring 'Vorubresevea'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 4 physical Changes stats: +12 Mag / +7 Wil / +7 Cun Changes resistances: +9% acid / +36% darkness Changes resistances penetration: +25% physical Changes damage: +18% darkness Maximum stamina: +20.00 Spellpower: +27 (+5 eff.) Rings make your fingers look great!  | 
| Around waist |  Ce'Nilebeth the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +8% temporal Silence immunity: +20% Teleport immunity: +20% Life regen: +2.00 Only die when reaching: -80.00 life Light radius: +3 A belt that goes around your waist.  | 
| In main hand |  Starspawner the dragonbone vilestaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Damage when hit (Melee): 2 arcane / 6 light Changes stats: +9 Mag / +8 Cun / +7 Con Changes resistances penetration: +15% light Changes damage: +30% darkness / +15% arcane Talent granted: +1 Command Staff Critical mult.: +89.00% N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Maximum vim: +50.00 Maximum neg.energy: +40.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +17% See invisible: +16 Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
| Main armor |  Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+7 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.  | 
| Cloak |  Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 3.9 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 255.68 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether.  | 
| Around neck |  ChargewardenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Mag / +2 Wil Changes resistances: +6% temporal Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +4% Amulets make your neck look great!  | 
Inventory
 heroism infusion of the psychic (die at -292; dur 7; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -292 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 292 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 This item will automatically be transmogrified when you leave the level.movement infusion (speed 731%; cd 8) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% 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.  | 
 wild infusion of the warrior (res 20%; mental, physical; dur 2; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 Rune of Reflection (--)Requires: - Level 15 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 840 damage for 6 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. This item has been sent to the Item's Vault.  | 
 Rune of the Rift (266.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 332.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (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 spell talent.  | 
 This item will automatically be transmogrified when you leave the level.acid wave rune (damage 154; dur 4; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 153.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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.  | 
 This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 70; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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.  | 
 shatter afflictions rune of the psychic (absorb 136; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the titan (absorb 153; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the titan (threshold 39; blocks 5; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the warrior (threshold 45; blocks 4; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 4 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 This item will automatically be transmogrified when you leave the level.serendipitous voratun amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+6 eff.) Defense: +12 (+3 eff.) Changes stats: +16 Lck Cut immunity: +60% Healing mod.: +16% Reduce all damage from unseen attackers: 17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 263 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +23% Amulets make your neck look great!  | 
 This item will automatically be transmogrified when you leave the level.voratun amulet 'Xerethra' Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +10 Changes stats: +3 Wil Changes resistances: +3% acid / +9% temporal Critical mult.: +11.00% Physical save: +6 (+3 eff.) Mental save: +25 (+10 eff.) Blindness immunity: +19% Confusion immunity: +12% Mindpower: +9 (+3 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great!  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Beyon the MorningbringerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +18% light Changes resistances penetration: +25% light Changes damage: +15% arcane / +6% light Stun/Freeze immunity: +28% Life regen: +3.00 Rings make your fingers look great!  | 
 Earorig the steel ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +13% physical / +6% mind / +28% darkness Changes damage: +14% darkness / +13% physical Life regen: +11.00 Maximum life: +56.00 Healing mod.: +11% Rings make your fingers look great!  | 
 LightveilInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature / 10 light Changes resistances: +38% lightning / +15% darkness Changes resistances penetration: +26% darkness / +26% light Changes damage: +19% lightning / +9% blight Mana when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Rings make your fingers look great!  | 
 The Black RingPowered 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.) 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 HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Corrupted Shell You have set the ring to grant you Corrupted Shell! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.  | 
 YvisellePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Armour: +8 Defense: +30 (+8 eff.) Changes damage: +18% physical Silence immunity: +37% Stamina each turn: +3.00 Mana each turn: +0.22 Rings make your fingers look great!  | 
 gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great!  | 
 gold ring 'Blackmalice'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+8 eff.) Changes stats: +3 Cun / +7 Wil Changes resistances penetration: +10% darkness Changes damage: +18% mind / +9% darkness Mental save: +9 (+5 eff.) Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great!  | 
 savage's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +14 (+5 eff.) Life regen: +12.00 Maximum life: +70.00 Maximum stamina: +21.00 Healing mod.: +14% Rings make your fingers look great!  | 
 steel garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Defense: +8 (+2 eff.) Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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!  | 
 This item will automatically be transmogrified when you leave the level.stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +12 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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!  | 
 This item will automatically be transmogrified when you leave the level.voratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+3 eff.) Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 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 38% for 5 turns. Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.Freezeknight the voratun battleaxe (170% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +26 darkness / +8 cold Damage (radius 2) on crit: +54 acid / +58 nature Damage against: +28% Living When wielded/worn: Accuracy: +27 (+10 eff.) Armour penetration: +40 Changes stats: +3 Str Changes resistances penetration: +24% acid / +17% physical / +10% cold / +33% nature / +20% arcane Changes damage: +6% arcane Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.arcing voratun battleaxe of crippling (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 137 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Massive two-handed battleaxes.  | 
 Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 27.96 acid and 30.16 blight damage. If not cleared after five turns it will inflict 171.27 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil.  | 
 This item will automatically be transmogrified when you leave the level.stralite dagger 'Flaremonster' (132% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 fire Damage (radius 2) on crit: +73 fire When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +7 Mag Changes resistances: +9% fire Changes resistances penetration: +17% fire Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Global speed: +9% Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun greatmaul of ruin (175% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +17.0% Critical mult.: +33.00% Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.Glolratta the voratun greatsword (172% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 Damage (radius 2) on crit: +20 mind When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +6 Changes stats: +3 Wil / +4 Con Changes resistances: +2% physical Psi when hit: +0.20 Only die when reaching: -80.00 life Mental crit. chance: +6% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.chilling voratun greatsword of evisceration (171% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +38 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+9 eff.) Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.voratun greatsword 'Hador' (174% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +8 mind When wielded/worn: Physical crit. chance: +19.0% Physical power: +20 (+13 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +15% mind Changes resistances penetration: +25% mind / +10% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.dragonbone longbow of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +21 fire When wielded/worn: Changes damage: +12% fire Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.warden's dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Ammo reloads per turn: +5 Changes stats: +6 Mag Changes resistances penetration: +12% temporal / +14% physical Changes damage: +12% temporal / +17% physical Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's voratun longsword of shearing (150% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +51 fire When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +11 Changes resistances penetration: +13% all / +14% fire Global speed: +6% Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.quick voratun longsword of evisceration (154% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +19 (+8 eff.) Physical crit. chance: +14.0% Physical power: +12 (+9 eff.) Changes stats: +6 Dex Combat speed: +10% Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.truestriking stralite longsword of corruption (136% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun longsword of erosion (150% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's voratun mace of massacre (166% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +70 fire When wielded/worn: Changes resistances penetration: +17% fire Global speed: +7% Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.horrifying living mindstar of sand (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 10 physical / 14 mind / 10 darkness Changes resistances: +17% physical Changes resistances penetration: +10% physical Changes damage: +14% physical / +7% mind / +7% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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.Eiliniwe the Kilnstoker Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +17 acid / +12 fire When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +4 Wil / +5 Cun / +7 Con Changes resistances: +18% fire Changes damage: +20% acid / +12% mind Slings are used to hurl stones or metal shots at your foes.  | 
 This item will automatically be transmogrified when you leave the level.Bethulle (136% power, 6 apr, physical element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% light / +18% nature / +6% darkness Changes damage: +30% physical Talent granted: +1 Command Staff Confusion immunity: +20% Life regen: +4.00 Equilibrium when hit: +0.20 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.  | 
 This item will automatically be transmogrified when you leave the level.cruel dragonbone starstaff of breaching (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.dragonbone magestaff of invocation (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 47.05 to 56.46 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 elven-wood magestaff 'Rhedor' (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 26 fire Changes resistances: +9% blight / +3% temporal / +5% arcane / +6% lightning Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +59.00% Spellpower: +19 (+4 eff.) Spell crit. chance: +26% See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.ethereal dragonbone vilestaff (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +21 (+5 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +21% Damage Shield Power: +16% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.imbued dragonbone magestaff of fate (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +12 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+5 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Fireflash (10% chance level 3). Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.infernal elven-wood magestaff of might (129% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower: +19 (+4 eff.) Spell crit. chance: +15% See invisible: +12 Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.lifebinding dragonbone magestaff of warding (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +5 Con Maximum wards: +2 cold Changes damage: +30% cold Talents granted: +3 Ward +1 Command Staff Life regen: +1.10 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.lifebinding elven-wood magestaff of the prodigy (129% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +11 Wil / +11 Cun / +5 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Healing mod.: +16% Staves designed for wielders of magic, by the greats of the art.  | 
 magewarrior's short elven-wood magestaff of might (129% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +9.0% Physical power: +8 (+7 eff.) Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.shimmering dragonbone starstaff of fate (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Mana each turn: +0.39 Maximum mana: +58.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.gunslinger's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes damage: +12% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.mighty voratun steamgun of tinkering (+5) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+7 eff.) Changes stats: +5 Cun / +5 Str Steampower: +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.ranger's voratun steamgun of acid Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +11 acid Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Dex Changes damage: +17% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.stralite waraxe 'Gilukhad' (135% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +18 Physical crit. chance: +13.0% Changes stats: +2 Dex Changes resistances: +18% cold / +6% darkness / +6% nature Changes damage: +15% mind Critical mult.: +30.00% Pinning immunity: +20% One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.voratun waraxe of erosion (150% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +18 nature One-handed war axes.  | 
 Dagydravor the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +7 Wil Changes resistances: +13% darkness / +9% blight Changes resistances penetration: +7% darkness / +10% arcane Changes damage: +8% darkness Stealth bonus: +6 Maximum mana: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.resilient elven-silk cloak of mindcraft (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Wil Maximum life: +59.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+8 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power.  | 
 Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.  | 
 This item will automatically be transmogrified when you leave the level.ancient elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +15% all Changes resistances penetration: +12% temporal / +9% physical Changes damage: +28% temporal / +23% physical Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of time (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all / +16% temporal Changes damage: +16% temporal Mental save: +23 (+10 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% all Changes damage: +19% darkness / +20% light / +14% all Spellpower: +22 (+4 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +5 Mag / +7 Wil Changes resistances: +7% lightning / +12% cold / +15% all Changes damage: +16% lightning / +19% physical / +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.stormwoven woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +9% cold / +8% blight / +9% all Changes damage: +9% lightning / +9% physical / +7% cold Life regen: +3.30 Maximum life: +54.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.timebroken woollen robe of the mind (+13%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +13% mind / +9% all Changes damage: +9% temporal / +7% arcane / +13% mind Maximum mana: +22.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.blood-soaked pair of drakeskin leather boots of evasion (16 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+4 eff.) Armour: +5 Defense: +16 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather.  | 
 undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +16% darkness / +16% temporal Changes resistances penetration: +16% darkness / +13% temporal Silence immunity: +32% Confusion immunity: +29% Stun/Freeze immunity: +32% Defense after a teleport: +16 Resist all after a teleport: +15% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 This item will automatically be transmogrified when you leave the level.wanderer's pair of dwarven-steel boots of force (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +13 (+6 eff.) Mental save: +13 (+6 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Brandgrind the dwarven-steel gauntlets (0 def, 10 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Fatigue: +3% Damage (Melee): 9 physical Damage when hit (Melee): 8 arcane Changes stats: +6 Mag Changes resistances: +9% fire Changes resistances penetration: +5% temporal Changes damage: +7% physical Critical mult.: +20.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 drakeskin leather gloves 'Isina' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 6 blight Changes stats: +6 Mag Changes resistances penetration: +20% mind Life regen: +10.00 Stamina each turn: +1.50 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum stamina: +40.00 Spell crit. chance: +6% 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.  | 
 Aroretha (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +2 Mag Changes resistances penetration: +15% blight Changes damage: +12% temporal / +14% darkness / +3% blight / +8% physical / +15% light Reduces incoming crit damage: 5.00% Life regen: +3.10 Mana each turn: +0.33 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +2 Damage Shield Power: +12% A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.Bokisarath the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +5 Wil Changes resistances: +15% fire / +9% temporal / +20% cold Poison immunity: +20% Cut immunity: +20% Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors.  | 
 This item will automatically be transmogrified when you leave the level.bladed voratun helm of blood magic (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +6 Mag / +6 Wil Changes damage: +20% blight / +5% arcane Spell crit. chance: +3% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 71.0 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +7% nature / +12% blight Stamina when hit: +1.90 Equilibrium when hit: +1.90 A cap made of leather.  | 
 elven-silk wizard hat 'Drirain' (3 def, 6 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +3 Str / +8 Cun / +3 Con Changes resistances: +21% acid / +12% physical / +15% darkness Changes damage: +29% physical / +15% temporal / +11% light / +30% darkness Mental save: +10 (+5 eff.) Maximum stamina: +20.00 Maximum hate: +13.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly...  | 
 fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +7 Con Changes resistances: +11% darkness / +15% physical Changes damage: +16% physical / +15% arcane / +17% darkness Maximum hate: +9.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.stabilizing voratun helm of strength (+6) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str Physical save: +19 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.thaloren voratun helm of blood magic (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +7 Wil Changes resistances: +13% blight Changes damage: +12% blight / +17% arcane Mental save: +11 (+6 eff.) Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.Strikevortex (30 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +30 (+8 eff.) Fatigue: +12% Changes resistances: +10% arcane / +15% darkness Changes resistances penetration: +10% lightning Changes damage: +18% temporal Spell save: +37 (+11 eff.) Confusion immunity: +20% Life regen: +4.00 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +7 Wil Mental save: +22 (+9 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of resilience (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Maximum life: +110.00 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+11 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +6 Mag / +7 Wil Changes resistances: +18% lightning / +13% light / +15% darkness Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Mindpower: +21 (+7 eff.) Mental crit. chance: +8% A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.radiant stralite mail armour of command (15 def, 15 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Fatigue: +12% Changes stats: +1 Cun / +3 Wil Changes resistances: +16% blight / +14% darkness Mental save: +21 (+9 eff.) Light radius: +1 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.radiant voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +3 Wil Changes resistances: +22% blight / +12% physical / +34% darkness Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 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.marauder's drakeskin leather armour (27 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +27 (+7 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex Physical save: +15 (+7 eff.) A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Charmire the voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 10% chance to reduce armor by 47% Damage (Melee): 19 acid / 21 fire Damage when hit (Melee): 11 acid / 13 fire Changes stats: +6 Str / +6 Con Changes resistances: +26% acid / +36% fire / +36% temporal Changes resistances penetration: +15% acid Maximum life: +76.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+7 eff.) Mental save: +25 (+10 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 7 Armour, 10 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind.  | 
 This item will automatically be transmogrified when you leave the level.hardened voratun plate armour (0 def, 24 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +22% Changes resistances: +9% acid / +13% physical / +11% cold / +9% lightning / +7% fire A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.acidic voratun shield of fire resistance (+27%) (0 def, 10 armour, 189.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 15 acid Changes resistances: +27% fire Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.reinforced stralite shield of resilience (0 def, 12 armour, 175.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +12 Fatigue: +8% Talent granted: +1 Block Maximum life: +76.00 Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.reinforced voratun shield of the stars (0 def, 18 armour, 258 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Fatigue: +8% Changes stats: +6 Cun / +6 Mag Changes resistances: +15% light / +16% darkness Changes damage: +16% light / +16% darkness Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.scouring voratun shield of winter (0 def, 10 armour, 192.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 14 arcane resource burn Damage (Melee): 12 acid / 12 nature Effects when hit in melee: * 11 arcane resource burn On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +4 Con / +4 Wil Changes resistances: +12% acid / +18% cold / +11% nature Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.Brighttrencher the quiver of elven-wood arrows (20/20, 154% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +30 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +12 light / +20 arcane Damage (radius 1) on hit: +20 light / +16 temporal Damage (radius 2) on crit: +20 light / +12 temporal Arrows are used with bows to pierce your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.Quiver of the Sun (25/25, 142% power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state.  | 
 This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows (22/22, 165% power, 18 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 Arrows are used with bows to pierce your foes to death.  | 
 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 1850 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-9 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+9 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful.  | 
 This item will automatically be transmogrified when you leave the level.voratun pickaxe 'Lelegodil' (dig speed 6 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +6 Fatigue: -7% Changes stats: +8 Str Changes resistances: +12% nature Changes damage: +13% mind / +15% fire Physical save: +6 (+3 eff.) Mental save: +15 (+7 eff.) Life regen: +4.00 Maximum life: +32.00 Maximum stamina: +28.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 jade0.00 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.  | 
 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it?  | 
 Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 56 alchemist bloodstone0.00 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.  | 
 3 bloodstone0.00 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.  | 
 6 fire opal0.00 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.  | 
 2 garnet0.00 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.  | 
 8 ruby0.00 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.  | 
 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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 176% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 802.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots (22/22, 176% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 22 On weapon crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots of crippling (19/19, 173% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 173% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +31.0% Capacity: 19 On weapon crit: * Wound the target dealing 23 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.  | 
 This item will automatically be transmogrified when you leave the level.psychokinetic pouch of dwarven-steel shots of annihilation (20/20, 143% power, 10 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Travel speed: +200% Damage (Ranged): +16 physical Shots are used with slings to pummel your foes to death.  | 
 This item will automatically be transmogrified when you leave the level.Isuldanor the stralite torque of mindblast [power 370] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +8 Con Changes resistances: +15% cold Changes damage: +30% blight Silence immunity: +20% See invisible: +15 It can be used to blast the opponent's mind dealing 422 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 Urthinik [power 405]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% mind Changes damage: +6% arcane / +6% blight Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) It can be used to blast the opponent's mind dealing 462 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 38% chance to evade weapon attacks for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 stralite torque of psionic shield 'Aeriduhor' [power 123]  (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +3 Con Changes resistances: +7% physical Changes damage: +12% mind Physical save: +9 (+4 eff.) Stamina each turn: +3.00 Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 123 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers.  | 
 This item will automatically be transmogrified when you leave the level.voratun torque of psionic shield 'Frigidclash' [power 145] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +10% arcane / +15% light Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all damage taken by 145 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 76. Torques are made by powerful psionics to store psionic powers.  | 
 Gloomschism the elm totem of thorny skin [power 16]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +15% darkness / +15% acid Changes damage: +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 32. Natural totems are made by powerful wilders to store nature power.  | 
 Zubowe [power 245]  (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Damage when hit (Melee): 10 acid Changes stats: +1 Wil / +3 Con Changes resistances: +6% light Changes damage: +12% acid Stun/Freeze immunity: +20% It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 680 Base Damage: 278 Armor: 30 All Resist: 18 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power.  | 
 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 4 diamond0.00 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 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 pearl0.00 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.  | 
 7 amber0.00 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.  | 
 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Terra the Halfling Anorithil level 38
79th Pyre 123rd year of Ascendancy at 02:28 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Terra the Halfling Anorithil level 37
77th Pyre 123rd year of Ascendancy at 05:43 see stats
			Anti-Antimagic! (Insane (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Terra the Halfling Anorithil level 33
62nd Pyre 123rd year of Ascendancy at 00:48 see stats
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Terra the Halfling Anorithil level 47
25th Regrowth 124th year of Ascendancy at 18:27 see stats
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Terra the Halfling Anorithil level 44
10th Allure 124th year of Ascendancy at 10:06 see stats
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Terra the Halfling Anorithil level 50
3rd Pyre 124th year of Ascendancy at 22:41 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Terra the Halfling Anorithil level 43
24th Haze 123rd year of Ascendancy at 22:32 see stats
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Terra the Halfling Anorithil level 22
5th Haze 122nd year of Ascendancy at 06:23 see stats
			Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.By Terra the Halfling Anorithil level 40
42nd Dusk 123rd year of Ascendancy at 23:43 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Terra the Halfling Anorithil level 17
42nd Dusk 122nd year of Ascendancy at 19:22 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Terra the Halfling Anorithil level 42
2nd Haze 123rd year of Ascendancy at 22:10 see stats
			Don't Poosh it! (Insane (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.By Terra the Halfling Anorithil level 42
73rd Dusk 123rd year of Ascendancy at 03:31 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Terra the Halfling Anorithil level 33
55th Pyre 123rd year of Ascendancy at 23:28 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Terra the Halfling Anorithil level 22
4th Haze 122nd year of Ascendancy at 20:00 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Terra the Halfling Anorithil level 33
38th Pyre 123rd year of Ascendancy at 13:49 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Terra the Halfling Anorithil level 50
13rd Dusk 124th year of Ascendancy at 17:07 see stats
			Guiding Hand (Insane (Adventure) difficulty)
			Saved all escorted adventurers.By Terra the Halfling Anorithil level 35
73rd Pyre 123rd year of Ascendancy at 15:54 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Terra the Halfling Anorithil level 31
5th Pyre 123rd year of Ascendancy at 17:38 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Terra the Halfling Anorithil level 46
10th Allure 124th year of Ascendancy at 12:08 see stats
			Invasion from the Depths (Insane (Adventure) difficulty)
			Stopped a naga invasion by closing their portal.By Terra the Halfling Anorithil level 48
49th Regrowth 124th year of Ascendancy at 01:13 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Terra the Halfling Anorithil level 10
3rd Summertide 122nd year of Ascendancy at 12:14 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Terra the Halfling Anorithil level 20
70th Dusk 122nd year of Ascendancy at 17:30 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Terra the Halfling Anorithil level 30
8th Decay 122nd year of Ascendancy at 20:26 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Terra the Halfling Anorithil level 40
41st Dusk 123rd year of Ascendancy at 17:41 see stats
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Terra the Halfling Anorithil level 50
80th Regrowth 124th year of Ascendancy at 01:53 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Terra the Halfling Anorithil level 25
31st Haze 122nd year of Ascendancy at 10:46 see stats
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Terra the Halfling Anorithil level 50
59th Pyre 124th year of Ascendancy at 01:25 see stats
			Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Terra the Halfling Anorithil level 22
6th Haze 122nd year of Ascendancy at 04:10 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Terra the Halfling Anorithil level 37
76th Pyre 123rd year of Ascendancy at 16:11 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Terra the Halfling Anorithil level 32
37th Pyre 123rd year of Ascendancy at 12:52 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Terra the Halfling Anorithil level 43
9th Haze 123rd year of Ascendancy at 00:55 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Terra the Halfling Anorithil level 10
1st Flare 122nd year of Ascendancy at 03:30 see stats
			The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Terra the Halfling Anorithil level 30
9th Decay 122nd year of Ascendancy at 14:47 see stats
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Terra the Halfling Anorithil level 50
26th Pyre 124th year of Ascendancy at 10:59 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Terra the Halfling Anorithil level 12
13rd Dusk 122nd year of Ascendancy at 21:32 see stats
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Terra the Halfling Anorithil level 46
20th Regrowth 124th year of Ascendancy at 14:44 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Terra the Halfling Anorithil level 24
10th Haze 122nd year of Ascendancy at 01:57 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Terra the Halfling Anorithil level 18
59th Dusk 122nd year of Ascendancy at 16:38 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Terra the Halfling Anorithil level 37
76th Pyre 123rd year of Ascendancy at 11:20 see stats
Log
Terra picks up (2.): shimmering dragonbone starstaff of fate (136% power, 6 apr, light element).
Terra picks up (  .): stargazer's elven-silk robe of power (0 def, 0 armour).
The protective shield of Terra disappears.
--------------------------------
Terra is no longer evading attacks.
Talent Shadow Blast is ready to use.
Terra picks up (  .): reinforced voratun shield of the stars (0 def, 18 armour, 258 block).
Terra picks up (  .): prismatic voratun mail armour of thunder (5 def, 10 armour).
Terra picks up (L.): blazebringer's voratun longsword of shearing (150% power, 6 apr).
Terra picks up (D.): arcing voratun battleaxe of crippling (169% power, 4 apr).
--------------------------------
Talent Bathe in Light is ready to use.
Terra picks up (8.): stralite waraxe 'Gilukhad' (135% power, 5 apr).
Talent Healing Light is ready to use.
--------------------------------
Terra is no longer surging arcane power.
Talent Luck of the Little Folk is ready to use.
--------------------------------
There is a ladder to the next level here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Talent Providence is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).





































































































































































