











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Exploration | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 35 / 18% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 9th Mirth 122nd year of Ascendancy at 07:49  / 37Killed by thief at level 10 on the 6th Flare 122nd year of Ascendancy at 11:46 Killed by thief at level 10 on the 6th Flare 122nd year of Ascendancy at 13:12 Killed by Glygatha the cutpurse at level 11 on the 7th Flare 122nd year of Ascendancy at 11:01 Killed by Polevena the slumbering giant venus flytrap at level 13 on the 4th Dusk 122nd year of Ascendancy at 22:22 Killed by Bethuriada the dozing poison ivy at level 13 on the 5th Dusk 122nd year of Ascendancy at 02:27 Killed by slumbering giant venus flytrap at level 15 on the 6th Dusk 122nd year of Ascendancy at 17:40 Killed by Aerygarin the multi-hued drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 23:06 Killed by war hound at level 16 on the 13rd Dusk 122nd year of Ascendancy at 05:01 Killed by worm that walks at level 16 on the 13rd Dusk 122nd year of Ascendancy at 15:41 Killed by Tony's Temporal Clone at level 17 on the 14th Dusk 122nd year of Ascendancy at 22:08 Killed by Islukira the giant army ant at level 18 on the 15th Dusk 122nd year of Ascendancy at 06:55 Killed by Isalaith the white crystal at level 18 on the 15th Dusk 122nd year of Ascendancy at 13:23 Killed by Nerann the red ooze at level 19 on the 21st Dusk 122nd year of Ascendancy at 07:39 Killed by Elymitha the dire wolf at level 21 on the 25th Dusk 122nd year of Ascendancy at 20:05 Killed by Mayowen the skeleton assassin at level 23 on the 34th Dusk 122nd year of Ascendancy at 17:07 Killed by Poltergeist Spellblaze Shard at level 23 on the 35th Dusk 122nd year of Ascendancy at 18:00 Killed by Poltergeist Crooked Club at level 23 on the 35th Dusk 122nd year of Ascendancy at 21:28 Killed by Betewen the bandit lord at level 25 on the 42nd Dusk 122nd year of Ascendancy at 01:34 Killed by Bethatira the skeletal rat at level 26 on the 43rd Dusk 122nd year of Ascendancy at 10:10 Killed by cold drake at level 27 on the 44th Dusk 122nd year of Ascendancy at 01:40 Killed by snow giant boulder thrower at level 28 on the 44th Dusk 122nd year of Ascendancy at 22:54 Killed by Aerobrerin the ultimate telugoroth at level 29 on the 45th Dusk 122nd year of Ascendancy at 12:27 Killed by Silywe the elven blood mage at level 30 on the 48th Dusk 122nd year of Ascendancy at 05:01 Killed by Ce'Nyrin the ogre guard at level 31 on the 48th Dusk 122nd year of Ascendancy at 21:11 Killed by Eluvena the elven cultist at level 31 on the 49th Dusk 122nd year of Ascendancy at 06:04 Killed by Emelyrissra the elven cultist at level 31 on the 49th Dusk 122nd year of Ascendancy at 09:15 Killed by Poredhemira the elven guard at level 32 on the 50th Dusk 122nd year of Ascendancy at 05:16 Killed by Poluba the greater gwelgoroth at level 32 on the 57th Dusk 122nd year of Ascendancy at 05:21 Killed by corrupted mastocytic feeder at level 33 on the 59th Dusk 122nd year of Ascendancy at 17:03 Killed by Saluriana the corrupted acidic digestor at level 33 on the 60th Dusk 122nd year of Ascendancy at 00:40 Killed by Salytha the corrupted protoplasmic controller at level 33 on the 60th Dusk 122nd year of Ascendancy at 01:03 Killed by elven cultist at level 34 on the 74th Dusk 122nd year of Ascendancy at 18:41 Killed by elven blood mage at level 35 on the 75th Dusk 122nd year of Ascendancy at 00:12 Killed by Saloriamina the elven blood mage at level 35 on the 75th Dusk 122nd year of Ascendancy at 02:35 Killed by Emelomira the thief at level 35 on the 75th Dusk 122nd year of Ascendancy at 17:56 Killed by Tony at level 35 on the 75th Dusk 122nd year of Ascendancy at 18:00  | 
Primary Stats
| Strength | 29 (base 24) | 
| Dexterity | 12 (base 12) | 
| Constitution | 26 (base 12) | 
| Magic | 69 (base 60) | 
| Willpower | 12 (base 12) | 
| Cunning | 61 (base 60) | 
Resources
| Mana | 343/343 | 
| Equilibrium | 0 | 
| Life | 815/815 | 
| Paradox | 300 | 
| Psi | 102/102 | 
| Healing Factor | 1.1316586254954 | 
| Regeneration | 19.407945427247 | 
Speed
| Mental | +15% | 
| Attack | +15% | 
| Movement | -58.333333333333% | 
| Spell | +15% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 4 | 
| See Stealth | 29.415790214715 | 
| See Invisible | 29.415790214715 | 
Offense: Mainhand
| Damage | 113 | 
| Accuracy | 49 | 
| Crit Chance | 39% | 
| APR | 15 | 
| Speed | 0.87 | 
Offense: Offhand
| Damage | 77 | 
| Accuracy | 49 | 
| Crit Chance | 44% | 
| APR | 49 | 
| Speed | 0.87 | 
Offense: Spell
| Spellpower | 43 | 
| Crit Chance | 22% | 
| Speed | 0.8695652173913 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 16% | 
| Speed | 0.8695652173913 | 
Offense: Damage Bonus
| Lightning | +9% | 
| Fire | +5% | 
| Temporal | +54% | 
| Nature | +12% | 
| Physical | +48% | 
| Mind | +8% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +21% | 
| Lightning | +16% | 
| Physical | +42% | 
| Acid | +21% | 
| All | +6% | 
Defense: Base
| Armour (hardiness) | 45 (53.304188961773%) | 
| Defense | 60 | 
| Ranged Defense | 60 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 24 | 
| Mental Save | 41 | 
Defense: Resistances
| Acid | + 39%( 70%) | 
| Physical | + 18%( 70%) | 
| Cold | + 31%( 70%) | 
| All | + 9%( 70%) | 
| Darkness | + 21%( 70%) | 
| Light | + 9%( 70%) | 
| Temporal | + 26%( 70%) | 
| Lightning | + 9%( 70%) | 
| Fire | + 15%( 70%) | 
| Nature | + 9%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 39% | 
| Disarm Resistance | 68% | 
| Silence Resistance | 38% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 334 damage for 4 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat.  | 
Class Talents
| Chronomancy / Threaded Combat | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Chronomancy / Stasis | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Temporal Combat | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Blade Threading | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Chronomancy / Temporal Guardian | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Corruption / Reaving combat | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Chronomancy / Matter | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 5/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by Tony. Escort: lone alchemist (level 2 of Daikara) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 4 of Old Forest) | failed | 
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 | 
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 Shardskin. * 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 | 
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Possessed.  | 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.  | 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.  | active | 
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 has completed an elixir of avoidance without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | 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!  | active | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
Equipment
| Psionic focus |  voratun greatsword 'Scorchmortal' (60-97 power, 4 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 Base power: 60.5 - 96.8 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose 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% Damage (Melee): +16 fire When wielded/worn: Physical crit. chance: +21.0% Armour: +8 Defense: +20 (+5 eff.) Changes resistances: +9% temporal Reduces incoming crit damage: 15.00% Mental save: +15 (+5 eff.) Disease immunity: +20% Maximum life: +80.00 Massive two-handed swords.  | 
| On hands |  Swampwind the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 6 light Changes resistances: +6% fire Changes damage: +12% nature Life regen: +4.00 Stamina each turn: +1.10 Maximum stamina: +17.00 Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  piercing brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% all Light radius: +4 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.  | 
| On head |  Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
| On feet |  undeterred pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +38% Confusion immunity: +29% Stun/Freeze immunity: +29% Movement speed: +25% A pair of boots made of leather.  | 
| Tool |  Galesting the dwarven-steel pickaxe (dig speed 14 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +4 Mag / +1 Cun Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +5% fire / +8% mind Mental save: +8 (+2 eff.) Maximum mana: +29.00 Spell crit. chance: +6% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great!  | 
| On fingers |  Ce'Nenn the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 10 acid Changes resistances: +6% acid / +5% physical Changes damage: +18% physical Stun/Freeze immunity: +32% Life regen: +3.00 Stamina each turn: +3.00 Maximum stamina: +20.00 Rings make your fingers look great!  | 
| Around neck |  Cyrerin the DuathelhackerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +15 (+5 eff.) Fatigue: -8% Changes stats: +3 Str / +3 Con Changes resistances: +5% physical Changes resistances penetration: +15% darkness / +25% physical Life regen: +4.00 Only die when reaching: -80.00 life Amulets make your neck look great!  | 
| In main hand |  Belazilagen (46-64 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 cold When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +8 (+3 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 4 acid / 4 blight Changes stats: +5 Con Changes resistances: +3% acid Changes resistances penetration: +15% acid / +11% physical Disarm immunity: +68% Blunt and deadly.  | 
| Around waist |  Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In off hand |  Blade of Distorted Time (40-56 power, 40 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 110% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 89 temporal damage and slows enemies in radius 6 of the target by 99% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 5.5 Power cost: 10 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random.  | 
| Cloak |  thick cashmere cloak of the voidstalker (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +10% temporal / +13% darkness / +18% cold Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Earygorn the Snowsage (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +24% acid / +6% cold Changes damage: +24% temporal Life regen: +3.90 Stamina each turn: +0.80 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather.  | 
Inventory
 Rune of the Rift (198.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 304.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 9 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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 costs 1 power out of 1/1. "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?  | 
 This item will automatically be transmogrified when you leave the level.arcing steel battleaxe of shearing (24-35 power, 2 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% all Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.arcing stralite greatsword of torment (48-77 power, 3 apr) Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 74 damage Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.warbringer's steel greatsword of massacre (33-53 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +20% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.quick dwarven-steel longsword of shearing (24-33 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +8 Changes stats: +3 Dex Changes resistances penetration: +7% all Combat speed: +10% Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Glumina the Tundravile (16-23 power, 16 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Changes stats: +12 Cun Changes resistances: +9% cold Changes resistances penetration: +10% mind / +20% temporal Changes damage: +6% mind Critical mult.: +10.00% Maximum psi: +30.00 Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel mace of disruption (26-36 power, 4 apr) Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +32 fire Damage against: +12% Unnatural When wielded/worn: Changes resistances penetration: +11% fire Global speed: +4% Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Chamyhir the Tundrapride (13-14 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Damage when hit (Melee): 8 physical Changes stats: +4 Wil Changes resistances: +9% cold / +3% physical Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.10 Mindpower: +4 (+2 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.blooming thorny mindstar of balance (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 0% Mag, 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +15 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.hateful pulsing mindstar of frost (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 0% Mag, 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +13 Damage (Melee): 10 cold Changes resistances: +4% cold Changes resistances penetration: +12% cold / +9% mind / +9% darkness Changes damage: +10% cold / +13% mind / +13% darkness Talent granted: +1 Attune Mindstar Maximum hate: +5.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.Layelaith the Arcmaim Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Travel speed: +200% When wielded/worn: Changes stats: +5 Dex Changes resistances: +12% light / +18% lightning Changes damage: +12% lightning / +12% physical Critical mult.: +10.00% Slings are used to hurl stones or metal shots at your foes.  | 
 This item will automatically be transmogrified when you leave the level.Darkwake (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +8.0% Physical power: +6 (+2 eff.) Changes stats: +12 Mag / +13 Wil / +13 Cun Changes resistances: +9% acid / +9% cold / +9% nature Changes damage: +6% darkness / +25% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +31 (+10 eff.) Spell crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.Staff of Destruction (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction.  | 
 This item will automatically be transmogrified when you leave the level.elven-wood starstaff of breaching (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.imbued ash vilestaff of fate (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Talent on hit(spell): Impending Doom (10% chance level 2). Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.yew starstaff 'Lightningpall' (27-32 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Con Changes resistances penetration: +15% mind Changes damage: +27% darkness / +15% lightning Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Maximum psi: +50.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Mindpower: +10 (+5 eff.) Light radius: +2 Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.Myzor the Deepsquencher Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +16 temporal / +11 cold Damage (radius 2) on crit: +12 blight Attacks use: 2.0 Steam When wielded/worn: Damage when hit (Melee): 8 blight / 6 darkness Changes damage: +12% blight / +16% cold / +6% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.caustic stralite waraxe (32-44 power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +9 acid / +23 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% acid / +17% nature One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.stormbringer's stralite waraxe of torment (34-48 power, 5 apr) Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +17 lightning / +26 cold When wielded/worn: Changes resistances penetration: +12% lightning / +14% cold Movement speed: +24% One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Trap disarming bonus: +13 Stealth bonus: +7 Infravision radius: +5 A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.Betath the cashmere cloak (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +4 Dex / +2 Mag / +3 Con Changes resistances: +7% acid / +15% darkness / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +11% darkness / +15% blight Changes damage: +14% darkness Talent mastery: +0.30 Technique / Combat training Reduces incoming crit damage: 10.00% Stealth bonus: +12 Spell save: +9 (+4 eff.) Stamina each turn: +0.70 Light radius: +2 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.Isorin the Unlightbile (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 15% Changes resistances: +11% all Changes damage: +6% arcane Critical mult.: +20.00% Mental save: +21 (+7 eff.) Vim when firing critical spell: +2.00 Maximum vim: +30.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Damage Shield penetration: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.dispeller's silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +8% lightning / +9% darkness / +8% light / +6% blight / +9% fire / +6% cold / +13% all Physical save: +10 (+5 eff.) Spell save: +28 (+14 eff.) Mental save: +14 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +12% acid / +13% physical / +10% fire / +14% cold / +13% all Changes damage: +12% acid / +14% physical / +17% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.tormentor's cashmere robe of light (+28%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +28% light / +11% all Changes damage: +19% light Critical mult.: +14.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.Morningdash the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 mind Changes resistances: +9% light Changes damage: +6% light / +15% mind Stamina each turn: +0.90 Maximum stamina: +25.00 Light radius: +3 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.Zanydurath the pair of hardened leather boots (10 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes resistances: +10% acid / +2% physical / +12% light / +10% fire / +10% cold / +6% mind / +6% lightning Physical save: +6 (+3 eff.) Maximum vim: +50.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.blood-soaked pair of hardened leather boots of strife (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +3 Changes stats: +3 Con / +4 Wil Changes resistances penetration: +7% physical Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
 Darkbrawn (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +9% cold Changes damage: +9% nature Allows you to breathe in: water Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +9 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.Hat of Arcane Understanding (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.  | 
 This item will automatically be transmogrified when you leave the level.bladed hardened leather hat of sanctity (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str Changes resistances: +9% blight / +7% darkness Spell save: +9 (+4 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 159.3 Physical damage. If the attack hits, the target is confused (26% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish.  | 
 This item will automatically be transmogrified when you leave the level.insulating hardened leather cap of strength (+2) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +7% fire / +8% cold A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of command (13 def, 24 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +13 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +15 (+5 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.impenetrable voratun mail armour of delving (5 def, 25 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +20% darkness / +9% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.rejuvenating stralite mail armour of the deep (4 def, 11 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +12% cold Allows you to breathe in: water Life regen: +3.80 Stamina each turn: +1.30 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.Phlegmwild the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 4 nature Changes resistances: +6% nature / +32% temporal Changes resistances penetration: +20% lightning / +10% nature Changes damage: +18% nature / +12% temporal A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather armour 'Glorynor' (36 def, 14 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +36 (+9 eff.) Fatigue: +8% Changes stats: +12 Cun / +12 Dex Changes resistances: +21% lightning / +3% nature Poison immunity: +20% Life regen: +2.00 Healing mod.: +10% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.troll-hide reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Life regen: +10.50 Maximum life: +37.00 Healing mod.: +13% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Mental save: +15 (+5 eff.) A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.quiver of ash arrows 'Chamagar' (19/19, 17-24 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +16 temporal Damage (radius 2) on crit: +20 arcane / +20 temporal Arrows are used with bows to pierce your foes to death.  | 
 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 728 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.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Emomina the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +7 (+2 eff.) Changes stats: +5 Str / +2 Wil / +3 Con Changes resistances: +5% arcane / +6% temporal Changes damage: +9% mind Critical mult.: +15.00% Spell save: +9 (+4 eff.) Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 This item will automatically be transmogrified when you leave the level.Growbolt (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +6 Str / +8 Wil Changes damage: +6% nature Equilibrium when hit: +0.16 Psi when hit: +0.16 Mindpower: +30 (+14 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.  | 
 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 This item will automatically be transmogrified when you leave the level.piercing alchemist's lamp of corpselight Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes resistances: +5% blight / +7% darkness Changes resistances penetration: +7% all Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 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.  | 
 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.By Tony the Cornac Adventurer level 34
61st Dusk 122nd year of Ascendancy at 02:09 see stats
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Tony the Cornac Adventurer level 21
27th Dusk 122nd year of Ascendancy at 06:28 see stats
			Fear me not! (Exploration mode)
			Survived the Fearscape!By Tony the Cornac Adventurer level 25
41st Dusk 122nd year of Ascendancy at 12:53 see stats
			Is that how it feels to be an escort quest?! (Exploration mode)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Tony the Cornac Adventurer level 34
61st Dusk 122nd year of Ascendancy at 02:09 see stats
			Level 10 (Exploration mode)
			Got a character to level 10.By Tony the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 10:28 see stats
			Level 20 (Exploration mode)
			Got a character to level 20.By Tony the Cornac Adventurer level 20
21st Dusk 122nd year of Ascendancy at 18:36 see stats
			Level 30 (Exploration mode)
			Got a character to level 30.By Tony the Cornac Adventurer level 30
47th Dusk 122nd year of Ascendancy at 01:42 see stats
			Savior of the damsels in distress (Exploration mode)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Tony the Cornac Adventurer level 32
50th Dusk 122nd year of Ascendancy at 18:43 see stats
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Tony the Cornac Adventurer level 30
48th Dusk 122nd year of Ascendancy at 04:52 see stats
			That was close (Exploration mode)
			Killed your target while having only 1 life left.By Tony the Cornac Adventurer level 22
27th Dusk 122nd year of Ascendancy at 08:20 see stats
			The Rat Lich (Exploration mode)
			Killed the terrible Rat Lich.By Tony the Cornac Adventurer level 26
43rd Dusk 122nd year of Ascendancy at 12:08 see stats
			The secret city (Exploration mode)
			Discovered the truth about mages.By Tony the Cornac Adventurer level 13
10th Flare 122nd year of Ascendancy at 15:04 see stats
			The sky is falling! (Exploration mode)
			Saw a huge meteor falling from the sky.By Tony the Cornac Adventurer level 16
12nd Dusk 122nd year of Ascendancy at 21:30 see stats
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Tony the Cornac Adventurer level 23
34th Dusk 122nd year of Ascendancy at 16:45 see stats
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Tony the Cornac Adventurer level 16
13rd Dusk 122nd year of Ascendancy at 20:06 see stats
			Utterly Destroyed (Exploration mode)
			Died on the Eidolon Plane.By Tony the Cornac Adventurer level 35
75th Dusk 122nd year of Ascendancy at 18:00 see stats
Log
Tony's temporal clone hits Shadowblade for 76 temporal damage.
Tony's temporal clone hits Decaying devourer for 11 temporal, 12 physical, 45 temporal, 23 temporal, 45 temporal (137 total damage).
Tony's temporal clone hits Something for 58 temporal, 58 temporal (117 total damage).
Tony's temporal clone hits Decaying devourer for 7 temporal, 10 physical, 28 temporal, 13 blight, 6 cold, 14 temporal, 19 temporal, 4 temporal, 10 blight, 19 temporal, 38 temporal (169 total damage).
Tony's temporal clone hits Worm that walks (servant of Gybretira the assassin) for 14 temporal, 13 physical, 55 temporal, 55 temporal (138 total damage).
Tony has recovered!
Your summoned Tony's temporal clone disappears.
Tony killed Cutpurse!
Tony's Beyond the Flesh hits Decaying devourer for 238 physical, 10 fire, 52 temporal (300 total damage).
Tony's temporal clone receives 35 healing from Temporal Restoration Field.
Tony receives 41 healing from Temporal Restoration Field.
Nerysethra the cutpurse slows down.
Temporal Restoration Field killed Tony's temporal clone!
Nerysethra the cutpurse HEALS from  light  damage!
Melee retaliation hits Nerysethra the cutpurse for 12 acid, 5 light, 3 blight, 7 lightning (28 total damage).
Nerysethra the cutpurse hits Tony for 160 physical damage.
Emelomira the thief uses Headshot.
Emelomira the thief's Headshot performs a ranged critical strike against Tony!
Tony redirects the effect 'Deadly Poison'!
Decaying devourer is poisoned!
Emelomira the thief's Headshot hits Tony for 816 physical damage.
Tony the level 35 cornac adventurer was shattered to death by Emelomira the thief on level 1 of Damp Cave.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emelomira the thief's Headshot killed Tony!
Saving game...
Tony activates Beyond the Flesh.
Saving done.
Personal New Achievement: Utterly Destroyed (Exploration mode)!































































































































