






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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. 
 
 
 
 
 
 
 
 ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Qlass Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
 Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4:  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Lich | 
| Class | Brawler | 
| Level / Exp | 50 / 1445% | 
| Size | medium | 
| Lifes / Deaths | Killed by Arusetira the orc master assassin at level 44 on the 41st Haze 122nd year of Ascendancy at 23:07  / 1 | 
Primary Stats
| Strength | 118 (base 60) | 
| Dexterity | 112 (base 60) | 
| Constitution | 55 (base 30) | 
| Magic | 87 (base 7) | 
| Willpower | 111 (base 11) | 
| Cunning | 157 (base 61) | 
Resources
| Life | 2025/2025 | 
| Mana | 520/878 | 
| Stamina | 534/534 | 
| Healing Factor | 2.1249358927269 | 
| Regeneration | 170.52610539133 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 5 | 
| See Stealth | 80.34090177694 | 
| See Invisible | 70.34090177694 | 
Offense: Barehand
| Damage | 345 | 
| Accuracy | 83 | 
| Crit Chance | 90% | 
| APR | 61 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 93 | 
| Crit Chance | 71% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 88 | 
| Crit Chance | 69% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +96% | 
| Physical | +117% | 
| Blight | +60% | 
| Arcane | +56% | 
| Cold | +91% | 
| All | +35% | 
| Crit. mult. | +305% | 
| Lightning | +71% | 
| Light | +81% | 
| Temporal | +55% | 
| Mind | +56% | 
| Darkness | +50% | 
| Fire | +52% | 
| Nature | +50% | 
Offense: Damage Penetration
| Acid | +35% | 
| Blight | +20% | 
| Arcane | +47% | 
| Mind | +15% | 
| All | 0% | 
| Temporal | +17% | 
| Physical | +86% | 
| Cold | +10% | 
| Fire | +10% | 
| Nature | +40% | 
Defense: Base
| Armour (hardiness) | 28 (38.594633868923%) | 
| Defense | 65 | 
| Ranged Defense | 65 | 
| Fatigue | 0 | 
| Physical Save | 62 | 
| Spell Save | 65 | 
| Mental Save | 83 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Crit. shrug | +30% | 
| Blight | + 70%( 70%) | 
| Arcane | + 25%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 22%( 70%) | 
| Physical | + 42%( 70%) | 
| Lightning | + 70%( 70%) | 
| Light | + 57%( 70%) | 
| Temporal | + 52%( 70%) | 
| Mind | + 33%( 70%) | 
| Darkness | + 46%( 70%) | 
| Fire | + 61%( 70%) | 
| Nature | + 57%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 69% | 
| Knockback Resistance | 95% | 
| Confusion Resistance | 82% | 
| Stun Resistance | 100% | 
| Pinning Resistance | 94% | 
| Poison Resistance | 39% | 
| Blind Resistance | 33% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 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 19 up to 8 times. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 3 turns and blocking 159 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 Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 857% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 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.  | 
Class Talents
| Cunning / Tactical | 1.30 | 
  | 0 | 
  | 0 | 
  | 0 | 
  | 0 | 
| Technique / Combat techniques | 1.60 | 
  | 1 | 
  | 1 | 
  | 1 | 
  | 29 | 
| Technique / Finishing moves | 1.60 | 
  | 1 | 
  | 1 | 
  | 1 | 
  | 1 | 
| Technique / Grappling | 1.60 | 
  | 6 | 
  | 3 | 
  | 1 | 
  | 0 | 
| Technique / Pugilism | 1.60 | 
  | 6 | 
  | 1 | 
  | 5 | 
  | 1 | 
| Technique / Combat veteran | 1.30 | 
  | 0 | 
  | 0 | 
  | 0 | 
  | 0 | 
| Technique / Unarmed discipline | 1.60 | 
  | 1 | 
  | 1 | 
  | 1 | 
  | 5 | 
Generic Talents
| Technique / Unarmed training | 1.60 | 
  | 14 | 
  | 0 | 
  | 0 | 
  | 0 | 
| Technique / Combat training | 1.30 | 
  | 0 | 
  | 1 | 
  | 1 | 
  | 0 | 
  | 0 | 
  | 0 | 
| Technique / Conditioning | 1.60 | 
  | 0 | 
  | 0 | 
  | 0 | 
  | 0 | 
| Technique / Mobility | 1.60 | 
  | 1 | 
  | 1 | 
  | 1 | 
  | 7 | 
| Cunning / Survival | 1.00 | 
  | 1 | 
  | 1 | 
  | 1 | 
  | 0 | 
Effects
| talent | Chant of Fortitude | 
| talent | Premonition | 
| talent | Striking Stance | 
| talent | Trained Reactions | 
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events!  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active | 
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders...  | active | 
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You failed to protect the injured seer from death by venom drake hatchling. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You failed to protect the repented thief from death by venom wyrm. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You failed to protect the repented thief from death by Aeromina the snow giant. Escort: repented thief (level 2 of Daikara) | failed | 
You failed to protect the temporal explorer from death by Porunn the rattlesnake. Escort: temporal explorer (level 3 of Old Forest) | failed | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her.  | 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.  | active | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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.  | active | 
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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2404.  | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed storm wyrm claw. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed giant spider spinneret. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.'  | active | 
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | 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 within5 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!  | completed | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  pair of hardened leather boots 'Glintswift' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Armour: +3 Damage when hit (Melee): 6 light Changes resistances penetration: +20% physical Physical save: +12 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +18.00 A pair of boots made of leather.  | 
| 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% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane 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.  | 
| On head |  Adubeth (0 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +11 (+2 eff.) Armour: +7 Fatigue: +5% Changes stats: +6 Str / +10 Dex / +7 Wil Changes resistances: +10% blight / +14% physical / +14% darkness Changes resistances penetration: +15% physical Critical mult.: +20.00% Physical save: +12 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 38 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather.  | 
| Tool |  bloodhexed voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +10 Str / +6 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.  | 
| On fingers |  Glubreth the FrigidwarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 cold Changes resistances: +12% temporal / +6% cold Changes resistances penetration: +10% cold / +5% temporal Changes damage: +17% all Stun/Freeze immunity: +28% Life regen: +24.00 Maximum life: +100.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Mindpower: +17 (+4 eff.) Mental crit. chance: +5% Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great!  | 
| Around neck |  Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.  | 
| Main armor |  ancient elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +16% acid / +12% physical / +14% fire / +18% cold / +15% all Changes resistances penetration: +12% temporal / +11% physical Changes damage: +16% acid / +47% physical / +11% fire / +20% temporal / +15% cold Talent cooldown: Refit Golem (-3 turns) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Light source |  KilnbearerInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +5 Cun / +2 Wil Changes resistances penetration: +5% fire / +5% physical Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| Cloak |  Wildmarrow (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +11 Cun / +4 Wil Changes resistances: +15% nature Changes resistances penetration: +12% arcane / +25% nature Changes damage: +12% arcane Critical mult.: +50.00% Hate when firing a critical mind attack: +2.00 Maximum mana: +99.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around waist |  Loredas the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 75% Changes resistances: +13% lightning / +27% temporal / +24% fire Changes resistances penetration: +20% physical Changes damage: +12% acid / +25% physical Physical save: +11 (+3 eff.) Mindpower: +12 (+3 eff.) A belt that goes around your waist.  | 
Inventory
 Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved.  | 
 This item will automatically be transmogrified when you leave the level.healing infusion (heal 103; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 then cleanse 1 wound, poison, and disease effect. 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.  | 
 heroism infusion of the duelist (die at -954; dur 5; cd 27)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: 27 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 5 turns. While Heroism is active, you will only die when reaching -954 life. The duration and life will increase by 1% for every 1% life you have lost (currently 954 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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.  | 
 heroism infusion of the sneak (die at -922; dur 6; cd 26)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: 26 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 6 turns. While Heroism is active, you will only die when reaching -922 life. The duration and life will increase by 1% for every 1% life you have lost (currently 922 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the warrior (speed 801%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 acid wave rune of the duelist (damage 543; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 543.70 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity 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 (absorb 90; 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 3 turns and blocking 90 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. Press to compare to your current inscriptions  | 
 shatter afflictions rune of the duelist (absorb 160; cd 13)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: 13 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 3 turns and blocking 160 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 Dexterity 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. Press to compare to your current inscriptions  | 
 This item will automatically be transmogrified when you leave the level.shielding rune (absorb 403; dur 8; cd 16) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 403 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 This item will automatically be transmogrified when you leave the level.shielding rune (absorb 462; dur 8; 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 create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the titan (threshold 24; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 4 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. Press to compare to your current inscriptions  | 
 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!  | 
 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects!  | 
 Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you.  | 
 The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 4.0 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (193). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.  | 
 gold amulet of perfection (0.25 Technique / Combat techniques,0.25 Technique / Unarmed training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.25 Technique / Combat techniques +0.25 Technique / Unarmed training Amulets make your neck look great!  | 
 Loamreign the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +3% darkness / +24% cold / +19% mind / +6% temporal Talent masteries: +0.68 Technique / Pugilism +0.34 Technique / Finishing moves Confusion immunity: +44% Amulets make your neck look great!  | 
 Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 5.2 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 840.99 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.  | 
 ViperkinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +14 Str / +11 Dex / +16 Wil Changes resistances: +29% temporal Changes resistances penetration: +15% acid Changes damage: +9% nature Reduces incoming crit damage: 10.00% Mental save: +13 (+3 eff.) Confusion immunity: +21% Pinning immunity: +44% Knockback immunity: +42% Mindpower: +15 (+3 eff.) Light radius: +1 Amulets make your neck look great!  | 
 Falolar the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +12% acid Changes damage: +18% acid Physical save: +9 (+2 eff.) Life regen: +8.00 Only die when reaching: -80.00 life Maximum life: +52.00 Healing mod.: +12% Rings make your fingers look great!  | 
 Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
 Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 ElenehirCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +4 Defense: +16 (+4 eff.) Changes stats: +8 Cun Changes damage: +9% mind / +10% all Critical mult.: +5.00% Physical save: +9 (+2 eff.) Disarm immunity: +39% Pinning immunity: +39% Stun/Freeze immunity: +48% Knockback immunity: +42% Life regen: +8.00 Maximum life: +47.00 Maximum stamina: +32.86 Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great!  | 
 MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are.  | 
 Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +17 Armour: +4 Defense: +16 (+4 eff.) Changes resistances: +5% arcane / +6% blight / +36% cold / +3% mind / +6% nature Changes damage: +18% cold Physical save: +9 (+2 eff.) Spell save: +6 (+1 eff.) Disarm immunity: +34% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +48.00 Can be unequipped, can't be rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 voratun Windborne Azurite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +8 Str / +8 Dex / +8 Cun / +7 Con Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great!  | 
 voratun fire opal ringInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 17% chance to reduce all saves and defense by 46 Damage (Melee): 19 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 46 Damage (Ranged): 26 physical Changes stats: +8 Cun Changes resistances: +12% nature / +11% blight Changes damage: +10% all Poison immunity: +30% Disease immunity: +24% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 5.2 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great!  | 
 Awakened Staff of Absorption (112.3 damage (172% power), 1.2x range, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
 This item will automatically be transmogrified when you leave the level.bloodlich's dragonbone starstaff of might (72.5 damage (136% power), 1.2x range, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% 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 stats: +10 Mag / +10 Cun / +10 Con Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +30.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +35.00 Maximum neg.energy: +50.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +20% 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 wizardry (72.5 damage (136% power), 1.2x range, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% 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 stats: +6 Mag / +6 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.greater dragonbone magestaff of fate (72.5 damage (136% power), 1.2x range, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% 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% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Physical save: +14 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Spellpower: +28 (+5 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.surging dragonbone starstaff of warding (72.5 damage (136% power), 1.2x range, 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: 136% 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: +7 Defense: +8 (+2 eff.) Maximum wards: +2 light Changes damage: +30% light Talents granted: +5 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.voratun greatmaul of crippling (129.2 damage (180% power), 1.5x range, 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: 180% 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.quick voratun greatsword of crippling (127.0 damage (177% power), 1.6x range, 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: 177% 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +34 (+7 eff.) Physical crit. chance: +21.0% Changes stats: +10 Dex Combat speed: +10% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.stormbringer's voratun greatsword of massacre (140.0 damage (194% power), 1.6x range, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 194% 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% Damage (radius 2) on crit: +49 lightning / +51 cold When wielded/worn: Changes resistances penetration: +28% lightning / +35% cold Movement speed: +70% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.inquisitor's voratun longsword (101.7 damage (154% power), 1.4x range, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 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: * Deals 136 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun longsword of enduring (100.5 damage (152% power), 1.4x range, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% 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% When wielded/worn: Changes stats: +11 Con / +15 Wil Maximum life: +105.00 Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.elemental voratun mace of corruption (102.6 damage (155% power), 1.4x range, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% 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% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * Create an explosion dealing 142 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +24% lightning Changes damage: +24% lightning Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.enhanced voratun waraxe of crippling (97.5 damage (148% power), 1.4x range, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 148% 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +9 Con One-handed war axes.  | 
 Nexus of the Way (75.2 damage (124% power), 1.1x range, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind 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: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 57 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts.  | 
 Pusbrawn the living mindstar (70.6 damage (114% power), 1.1x range, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% 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: +16.0% Attack speed: 100% On weapon hit: * 18% chance to slow global speed by 75% * 18% chance to reduce armor by 48% When wielded/worn: Damage (Melee): 10 lightning / 9 physical / 10 cold / 8 acid / 9 fire Changes resistances: +10% lightning / +8% physical / +6% darkness / +10% cold / +15% fire / +6% nature / +9% acid Talent granted: +1 Attune Mindstar Cut immunity: +20% Disarm immunity: +10% Life regen: +1.80 Maximum life: +43.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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.  | 
 Duroderab the silk robe (15 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Defense: +15 (+4 eff.) Changes stats: +6 Wil / +11 Mag Changes resistances: +14% acid / +14% physical / +15% fire / +14% cold / +13% all Changes resistances penetration: +9% physical / +8% temporal Changes damage: +12% acid / +41% physical / +13% cold / +14% temporal / +13% fire Talent cooldown: Refit Golem (-4 turns) Critical mult.: +5.00% Stamina each turn: +3.00 Mana each turn: +0.29 Psi each turn: +0.23 Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 43 power out of 50/50) : Effective talent level: 1.0 Power cost: 43 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.  | 
 Branihir (30 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +30 (+7 eff.) Changes resistances: +45% fire / +15% all Changes resistances penetration: +25% mind Changes damage: +30% mind / +30% fire Mental save: +18 (+4 eff.) Blindness immunity: +26% Only die when reaching: -104.00 life Maximum life: +100.00 Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind.  | 
 Tundrafear (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil / +6 Cun / +4 Con Changes resistances: +6% cold / +45% darkness / +15% all Changes damage: +60% darkness / +30% light Physical save: +6 (+2 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Only die when reaching: -104.00 life Maximum stamina: +39.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +10% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.focusing elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +20% blight / +15% all Life regen: +6.00 Mana each turn: +0.29 Psi each turn: +0.40 Maximum life: +100.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Mardiromas (57 def, 10 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Physical power: +25 (+5 eff.) Armour: +10 Defense: +57 (+14 eff.) Fatigue: +8% Changes stats: +9 Dex Changes resistances: +26% acid Changes resistances penetration: +20% arcane Stamina each turn: +1.50 Only die when reaching: -20.00 life Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 282 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather.  | 
 Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 350.21 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again.  | 
 troll-hide drakeskin leather armour of the wind (32 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +17 Physical crit. chance: +7.0% Armour: +8 Defense: +32 (+8 eff.) Fatigue: +8% Life regen: +10.50 Stamina each turn: +1.10 Maximum life: +50.00 Healing mod.: +15% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 6.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 307 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.radiant voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +5 Wil Changes resistances: +28% blight / +27% darkness Light radius: +2 A suit of armour made of metal plates.  | 
 Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 6.4 Power cost: 26 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 39% chance to evade melee and ranged attacks and 72 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Gliwen the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 10 arcane / 4 blight Changes resistances: +5% arcane / +20% blight Changes resistances penetration: +20% physical Changes damage: +9% blight / +25% physical A belt that goes around your waist.  | 
 drakeskin leather belt 'Radhogas'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +11 (+2 eff.) Changes stats: +6 Dex / +3 Wil / +6 Cun / +5 Con / +10 Lck Trap disarming bonus: +30 Stealth bonus: +15 Spell save: +21 (+5 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum vim: +10.00 Spellpower: +20 (+4 eff.) Mindpower: +10 (+2 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist.  | 
 drakeskin leather belt 'Unlightwar'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Dex / +11 Cun / +1 Con / +19 Lck Changes resistances: +9% mind Changes damage: +9% darkness Trap disarming bonus: +60 Stealth bonus: +17 Life regen: +3.60 Infravision radius: +15 See invisible: +3 Healing mod.: +22% A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.nightruned drakeskin leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% light / +15% darkness Mental save: +15 (+3 eff.) Spellpower: +12 (+2 eff.) A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.enveloping elven-silk cloak of implacability (17 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+4 eff.) Physical save: +28 (+7 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -50.00 life 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.thick elven-silk cloak of sorcery (3 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +24% cold Spell 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.  | 
 Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
 Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 230 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots.  | 
 Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
 Belama (10 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +5 Cun / +5 Wil Changes resistances: +12% lightning / +14% temporal / +1% physical Changes damage: +9% physical Physical save: +13 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows.  | 
 This item will automatically be transmogrified when you leave the level.blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of voratun boots 'Halohir' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: -12% Changes stats: +5 Con / +6 Wil Changes resistances: +12% acid / +12% temporal Changes resistances penetration: +10% physical Changes damage: +6% physical Critical mult.: +15.00% Maximum encumbrance: +40 Physical save: +15 (+4 eff.) Cut immunity: +20% Stamina each turn: +0.90 Maximum life: +44.00 Mindpower: +9 (+2 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. 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.reinforced pair of voratun boots (0 def, 15 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes resistances: +12% acid / +13% fire / +15% lightning / +15% cold 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.traveler's pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +4 Str / +4 Con Maximum encumbrance: +50 Physical save: +15 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.2 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 17 power out of 30/30) : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 48.36 mind and 46.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 32. Terrified: Deals 11.70 mind and 11.25 darkness damage per turn and increases cooldowns by 50%. Haunted: Causes the target to suffer 18.78 mind and 18.06 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally.  | 
 Will of Ul'Gruth (0 def, 15 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: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 22 power out of 25/25) : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands.  | 
 Emelona the hardened leather cap (15 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+4 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +8% fire / +9% cold Changes resistances penetration: +5% arcane / +15% physical Changes damage: +3% arcane Physical save: +9 (+2 eff.) Maximum stamina: +30.00 A cap made of leather.  | 
 Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 13 power out of 15/15) : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool.  | 
 Iceflash (3 def, 22 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +40 (+7 eff.) Armour: +21 Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +15% lightning / +15% temporal / +18% mind / +6% physical Changes resistances penetration: +25% mind / +20% cold Changes damage: +18% physical A pointy cloth hat, very wizardly...  | 
 Isulethra (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.) Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Changes stats: +7 Mag / +6 Wil Changes resistances: +25% light Changes resistances penetration: +15% mind / +15% arcane Changes damage: +17% light / +9% arcane Mana each turn: +2.60 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +15 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 Mardudorig (14 def, 20 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +14 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 2 arcane / 2 blight Changes resistances: +14% acid / +12% lightning / +15% cold / +18% blight / +12% fire / +5% arcane / +14% all Changes damage: +12% blight Physical save: +27 (+7 eff.) A cap made of leather.  | 
 Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 26 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen."  | 
 Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.  | 
 Dawnrebel the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 light Changes stats: +6 Str / +5 Con Changes resistances: +6% lightning / +15% fire / +25% mind / +15% cold Changes resistances penetration: +26% light / +20% lightning Changes damage: +9% light Physical save: +14 (+4 eff.) Mental save: +41 (+9 eff.) Confusion immunity: +37% Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. 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.insulating voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Wil Changes resistances: +15% fire / +12% cold 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.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: +5 Cun / +4 Wil Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull.  | 
 2 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.  | 
 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 26 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.  | 
 Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals.  | 
 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
 58 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.  | 
 UmbraphageInfused 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 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 418.50 darkness damage (based on Mindpower and charge) Activation costs 9 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 will automatically be transmogrified when you leave the level.scorching dwarven lantern of focus Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +7 Wil Changes resistances: +10% fire Changes damage: +14% mind Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 shattering voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +15% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 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.  | 
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth.  | 
 Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
 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 9 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.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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.  | 
 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 26 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 137% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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.  | 
 Anodrathel the voratun torque of clear mind [power 4]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes damage: +9% mind Equilibrium when hit: +0.08 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 20% for 2 turns. * Heal for 57. Torques are made by powerful psionics to store psionic powers.  | 
 Velutira the voratun torque of psionic shield [power 149]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes stats: +4 Con Changes damage: +6% acid / +9% temporal Stamina each turn: +2.00 It can be used to setup a psionic shield, reducing all damage taken by 149 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Reduce fatigue by 60% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 voratun torque of psionic shield 'Betebrebeth' [power 135]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Dex / +3 Con Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Cut immunity: +20% Silence immunity: +20% Maximum life: +20.00 It can be used to setup a psionic shield, reducing all damage taken by 135 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Chamithad the yew totem of summon tentacle [power 245]  (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +12 Changes resistances penetration: +20% blight Critical mult.: +10.00% Mana when firing critical spell: +2.00 Damage Shield penetration: +30% It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 730 Base Damage: 293 Armor: 6 All Resist: 30 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Barosaleg the Strikequake [power 69]  (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +4 Physical power: +30 (+6 eff.) Changes stats: +4 Con Changes resistances penetration: +25% lightning Physical save: +18 (+5 eff.) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power.  | 
 The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 75% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it.  | 
 This item will automatically be transmogrified when you leave the level.piercing dragonbone totem of thorny skin [power 90] (17 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By ASMR fox girl beats you to death the Moon Fox Brawler level 33
14th Haze 122nd year of Ascendancy at 23:19 see stats
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ASMR fox girl beats you to death the Moon Fox Brawler level 36
32nd Haze 122nd year of Ascendancy at 01:39 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By ASMR fox girl beats you to death the Moon Fox Brawler level 35
28th Haze 122nd year of Ascendancy at 22:17 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By ASMR fox girl beats you to death the Moon Fox Brawler level 9
2nd Summertide 122nd year of Ascendancy at 07:59 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By ASMR fox girl beats you to death the Moon Fox Brawler level 34
28th Haze 122nd year of Ascendancy at 08:04 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By ASMR fox girl beats you to death the Moon Fox Brawler level 30
4th Haze 122nd year of Ascendancy at 12:29 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By ASMR fox girl beats you to death the Moon Fox Brawler level 21
19th Dusk 122nd year of Ascendancy at 15:23 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By ASMR fox girl beats you to death the Moon Fox Brawler level 23
23rd Dusk 122nd year of Ascendancy at 19:40 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By ASMR fox girl beats you to death the Moon Fox Brawler level 29
76th Dusk 122nd year of Ascendancy at 13:32 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By ASMR fox girl beats you to death the Moon Fox Brawler level 45
44th Haze 122nd year of Ascendancy at 07:56 see stats
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By ASMR fox girl beats you to death the Moon Fox Brawler level 50
62nd Haze 122nd year of Ascendancy at 12:11 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ASMR fox girl beats you to death the Moon Fox Brawler level 27
72nd Dusk 122nd year of Ascendancy at 20:10 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By ASMR fox girl beats you to death the Moon Fox Brawler level 38
32nd Haze 122nd year of Ascendancy at 19:22 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By ASMR fox girl beats you to death the Moon Fox Brawler level 10
3rd Summertide 122nd year of Ascendancy at 20:49 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By ASMR fox girl beats you to death the Moon Fox Brawler level 20
17th Dusk 122nd year of Ascendancy at 07:05 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By ASMR fox girl beats you to death the Moon Fox Brawler level 30
1st Time of Equilibrium 122nd year of Ascendancy at 19:03 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By ASMR fox girl beats you to death the Moon Fox Brawler level 40
34th Haze 122nd year of Ascendancy at 14:14 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By ASMR fox girl beats you to death the Moon Fox Brawler level 50
54th Haze 122nd year of Ascendancy at 09:15 see stats
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By ASMR fox girl beats you to death the Moon Fox Brawler level 50
60th Haze 122nd year of Ascendancy at 05:12 see stats
			Overpowered! (Insane (Roguelike) difficulty)
			Did over 6000 damage in one attack.By ASMR fox girl beats you to death the Moon Fox Brawler level 45
44th Haze 122nd year of Ascendancy at 17:29 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By ASMR fox girl beats you to death the Moon Fox Brawler level 25
51st Dusk 122nd year of Ascendancy at 14:57 see stats
			Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By ASMR fox girl beats you to death the Moon Fox Brawler level 23
24th Dusk 122nd year of Ascendancy at 10:49 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By ASMR fox girl beats you to death the Moon Fox Brawler level 26
70th Dusk 122nd year of Ascendancy at 23:01 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By ASMR fox girl beats you to death the Moon Fox Brawler level 16
10th Dusk 122nd year of Ascendancy at 02:45 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By ASMR fox girl beats you to death the Moon Fox Brawler level 35
28th Haze 122nd year of Ascendancy at 14:34 see stats
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By ASMR fox girl beats you to death the Moon Fox Brawler level 50
68th Haze 122nd year of Ascendancy at 08:50 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By ASMR fox girl beats you to death the Moon Fox Brawler level 31
6th Haze 122nd year of Ascendancy at 22:37 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By ASMR fox girl beats you to death the Moon Fox Brawler level 4
77th Pyre 122nd year of Ascendancy at 12:46 see stats
			The High Lady's destiny (Insane (Roguelike) difficulty)
			Won ToME by closing the Void portal using Aeryn as a sacrifice.By ASMR fox girl beats you to death the Moon Fox Brawler level 50
68th Haze 122nd year of Ascendancy at 08:50 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By ASMR fox girl beats you to death the Moon Fox Brawler level 50
55th Haze 122nd year of Ascendancy at 17:15 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By ASMR fox girl beats you to death the Moon Fox Brawler level 32
11st Haze 122nd year of Ascendancy at 11:34 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By ASMR fox girl beats you to death the Moon Fox Brawler level 16
8th Dusk 122nd year of Ascendancy at 06:08 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By ASMR fox girl beats you to death the Moon Fox Brawler level 38
33rd Haze 122nd year of Ascendancy at 05:12 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By ASMR fox girl beats you to death the Moon Fox Brawler level 22
21st Dusk 122nd year of Ascendancy at 17:51 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By ASMR fox girl beats you to death the Moon Fox Brawler level 16
2nd Dusk 122nd year of Ascendancy at 07:13 see stats
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By ASMR fox girl beats you to death the Moon Fox Brawler level 44
41st Haze 122nd year of Ascendancy at 23:07 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By ASMR fox girl beats you to death the Moon Fox Brawler level 32
11st Haze 122nd year of Ascendancy at 11:34 see stats
Log
=====================
 Damage dealt
=====================
6,943,700 physical
155,786 light
116,133 lightning
51,441 temporal
37,190 darkness
33,797 arcane
19,733 cold
11,916 fire
4,497 acid
3,749 blight
1,270 mind
=====================
 Damage taken
=====================
136,573 physical
40,076 fire
18,344 cold
15,853 nature
10,828 blight
10,603 arcane
10,571 darkness
9,896 lightning
7,795 acid
6,504 light
4,554 mind
4,172 temporal















































































































































