











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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:
 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Sun Paladin (Avatar of a Distant Sun) | 
| Level / Exp | 50 / 2788% | 
| Size | medium | 
| Lifes / Deaths | Killed by Xymiba the vampire lord at level 35 on the 43rd Dearth 123rd year of Ascendancy at 23:01 3 / 5Killed by Layomibeth the orc pyromancer at level 47 on the 5th Gold 124th year of Ascendancy at 15:51 Killed by Elandar at level 50 on the 12nd Wealth 125th year of Ascendancy at 02:45 Killed by Elandar at level 50 on the 12nd Wealth 125th year of Ascendancy at 04:46 Killed by Caldizar at level 50 on the 12nd Wealth 125th year of Ascendancy at 13:00  | 
Primary Stats
| Strength | 114 (base 62) | 
| Dexterity | 57 (base 49) | 
| Constitution | 43 (base 19) | 
| Magic | 98 (base 63) | 
| Willpower | 63 (base 17) | 
| Cunning | 64 (base 31) | 
Resources
| Life | -961/2304 | 
| Mana | 595/595 | 
| Stamina | 369/404 | 
| Positive | 81/117 | 
| Healing Factor | 2.0597742564935 | 
| Regeneration | 103.5036563888 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +27.444482524582% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 13 | 
| Infravision | 4 | 
| See Stealth | 18 | 
| See Invisible | 23 | 
Offense: Mainhand
| Damage | 254 | 
| Accuracy | 82 | 
| Crit Chance | 68% | 
| APR | 40 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 69 | 
| Crit Chance | 46% | 
| Speed | 0.78465538891189 | 
| Cooldown Reduction | 40.433310795856 | 
Offense: Mind
| Mindpower | 53 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +11% | 
| Mind | +36% | 
| All | 0% | 
| Physical | +25% | 
| Lightning | +6% | 
| Light | +75% | 
| Temporal | +3% | 
| Darkness | +3% | 
| Cold | +6% | 
| Fire | +29% | 
| Nature | +18% | 
Offense: Damage Penetration
| Physical | +36% | 
| Darkness | +21% | 
| Light | +86% | 
| Temporal | +16% | 
| Fire | +21% | 
| Arcane | +24% | 
| Mind | +31% | 
| All | +11% | 
Defense: Base
| Armour (hardiness) | 105 (100%) | 
| Defense | 58 | 
| Ranged Defense | 63 | 
| Fatigue | 32 | 
| Physical Save | 65 | 
| Spell Save | 60 | 
| Mental Save | 80 | 
Defense: Resistances
| Acid | + 55%( 70%) | 
| Thaumic energy | + 25%( 70%) | 
| Blight | + 59%( 70%) | 
| Arcane | + 17%( 70%) | 
| Cold | + 30%( 70%) | 
| All | + 8%( 70%) | 
| Physical | + 37%( 70%) | 
| Lightning | + 27%( 70%) | 
| Light | + 70%( 70%) | 
| Temporal | + 22%( 70%) | 
| Mind | + 42%( 70%) | 
| Darkness | + 65%( 70%) | 
| Fire | + 31%( 70%) | 
| Nature | + 38%( 70%) | 
Defense: Immunities
| Stun Resistance | 96% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 40% | 
| Blind Resistance | 100% | 
| Disarm Resistance | 56% | 
| Pinning Resistance | 17% | 
| Silence Resistance | 30% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 756 damage for 7 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 77 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.  | 
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 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 66 up to 6 times. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 952% 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 Magic stat.  | 
Class Talents
| Celestial / Guardian | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 4/5 | 
  | 2/5 | 
| Celestial / Crusader | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 4/5 | 
| Celestial / Sun | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Combat | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Shield offense | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| Celestial / Radiance | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Two-handed assault | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Celestial / Chants | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Celestial / Light | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Shield of Light | 
| talent | Chant of Fortitude | 
| talent | Weapon of Wrath | 
| talent | Gravitic Effulgence | 
| talent | Weapon of Light | 
| talent | Searing Sight | 
| talent | Premonition | 
| talent | Righteous Strength | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 27%, reducing spell cooldowns by 40%, and preventing damage over 55% of your maximum life from a single hit. Suncloak | 
| beneficial effect | Reduces thaumic energy damage received by 19%. Premonition Shield | 
| beneficial effect | The target's spellpower has been increased by 30. Spellsurge | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
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 | 
You failed to protect the injured seer from death by Lann. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You failed to protect the injured seer from death by Silutta the black crystal. Escort: injured seer (level 1 of Old Forest) | failed | 
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You failed to protect the injured seer from death by Salomira the armoured skeleton warrior. Escort: injured seer (level 7 of Dreadfell) | failed | 
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost defiler from death by Emuwe the cutpurse. Escort: lost defiler (level 6 of Dreadfell) | failed | 
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5.  | done | 
You failed to protect the temporal explorer from death by Lann. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | 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.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire 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 | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2978.  | 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 | 
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of 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 within6 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.  | done | 
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Unbreakable Greaves (8 def, 20 armour) =physical res=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 (+3 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.  | 
| Light source |  Mokaltholin the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +3% physical Changes resistances penetration: +11% all Physical save: +9 (+3 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +27% Confusion immunity: +25% Knockback immunity: +20% Only die when reaching: -20.00 life Light radius: +11 See stealth: +18 See invisible: +11 Healing mod.: +25% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Infused Cerebrum (8 def, 0 armour) =12 wil=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head?  | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
| Tool |  Betylle the voratun torque of psionic shield [power 173]  (11/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +25 (+4 eff.) Changes stats: +4 Str Changes resistances penetration: +25% physical Critical mult.: +20.00% See invisible: +12 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Jetstinger the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Physical power: +10 (+2 eff.) Armour: +10 Defense: +16 (+5 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% acid / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness Silence immunity: +30% Stun/Freeze immunity: +60% Life regen: +13.00 Mana each turn: +0.34 Maximum life: +77.00 Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
| On fingers |  Glyta the SplendourwingPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 39 light Damage (Ranged): 40 light Changes stats: +10 Mag Changes resistances penetration: +10% mind / +15% light Changes damage: +29% light / +21% mind Stun/Freeze immunity: +36% Life regen: +23.00 Maximum life: +89.00 Healing mod.: +18% Rings make your fingers look great!  | 
| Around neck |  Gunonarildir the voratun amulet =15 wil 25 critmult=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 13 mind Changes stats: +4 Str / +15 Wil / +7 Cun Changes resistances: +3% physical Critical mult.: +25.00% Stamina each turn: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum psi: +40.00 Damage Shield penetration: +40% Amulets make your neck look great!  | 
| In main hand |  Rotspawn (168% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 blight / +23 darkness Damage (radius 2) on crit: +12 nature Damage against: +23% Living When wielded/worn: Accuracy: +55 (+11 eff.) Defense: +17 (+5 eff.) Damage when hit (Melee): 6 blight Changes stats: +7 Dex Changes damage: +18% nature Disarm immunity: +56% Combat speed: +10% Massive two-handed battleaxes.  | 
| Around waist |  Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
| In off hand |  Summertide (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 87.15 to 108.93 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind.  | 
| Cloak |  Voruleta the Floeraider (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% lightning / +9% cold / +18% nature / +20% blight Changes resistances penetration: +13% arcane / +5% temporal Changes damage: +6% lightning / +6% cold / +11% arcane / +3% temporal Critical mult.: +30.00% Life regen: +11.00 Maximum life: +104.00 Maximum mana: +56.00 Maximum stamina: +25.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 10 Armour, 15 Defense and your attacks will gain 21% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind.  | 
Inventory
 healing infusion of the warrior (heal 268; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. 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.  | 
 movement infusion of the sneak (speed 792%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 792% 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 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 wizard (speed 973%; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Mirror Image Rune (dur 6; cd 24)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: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (78% 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of 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: 15 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune.  | 
 shatter afflictions rune of the wizard (absorb 174; 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: 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 174 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the warrior (absorb 563; dur 5; cd 18)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: 14 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 563 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the warrior (threshold 54; blocks 4; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 54 up to 4 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects!  | 
 BarunegInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Changes stats: +6 Cun Changes resistances: +15% physical Changes damage: +15% mind Critical mult.: +19.00% Cut immunity: +70% Stamina each turn: +1.20 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 336 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 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 (-2 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.  | 
 The Far-Hand =10 con tele immune=Powered 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 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (169). 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.  | 
 Tuludan the Blindbore =25 light respen=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid / 8 light Changes resistances: +15% cold Changes resistances penetration: +25% light / +25% acid Talent mastery: +0.22 Celestial / Light Light radius: +3 Amulets make your neck look great!  | 
 Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 clarifying voratun amulet of willpower (+10) =10 wil=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +22% mind Confusion immunity: +38% Amulets make your neck look great!  | 
 gold amulet 'Vorevea' =35 crit mult=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +15% temporal Changes damage: +21% temporal / +9% physical Critical mult.: +35.00% Maximum hate: +8.00 Amulets make your neck look great!  | 
 grounding voratun amulet of perfection (0.37 Technique / Combat training,0.37 Celestial / Radiance) =39 stun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% lightning Talent masteries: +0.37 Celestial / Radiance +0.37 Technique / Combat training Stun/Freeze immunity: +39% Amulets make your neck look great!  | 
 steel amulet 'Umbraguile' =25 acc=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +8.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +2% physical / +9% darkness / +6% cold Changes damage: +3% physical Physical save: +15 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +16 (+3 eff.) Amulets make your neck look great!  | 
 This item will automatically be transmogrified when you leave the level.voratun amulet of perfection (0.37 Wild-gift / Harmony,0.37 Celestial / Combat) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.37 Wild-gift / Harmony +0.37 Celestial / Combat Amulets make your neck look great!  | 
 Ashtide =44 stun 20 critmult=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +9% acid / +9% fire Changes resistances penetration: +20% fire Critical mult.: +20.20% Stun/Freeze immunity: +44% Life regen: +8.00 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+5 eff.) Rings make your fingers look great!  | 
 Berirath =31 stun 20 critmult=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +5 Con Critical mult.: +20.00% Stun/Freeze immunity: +31% Life regen: +4.00 Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum hate: +10.00 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.  | 
 Fogrune =13 wil=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 6 darkness Changes stats: +5 Dex / +3 Mag / +13 Wil / +3 Con Changes resistances: +9% darkness Maximum encumbrance: +27 Rings make your fingers look great!  | 
 LustresweeperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +10 Con Changes resistances: +5% physical Changes damage: +18% light Critical mult.: +15.00% Physical save: +6 (+2 eff.) Mental save: +13 (+2 eff.) Confusion immunity: +43% Stamina each turn: +3.00 Only die when reaching: -60.00 life Rings make your fingers look great!  | 
 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.  | 
 pixie's stralite ring of arcana (+0.23/turn) =34 silence 10 sp=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Mag Silence immunity: +34% Mana each turn: +0.23 Spellpower: +10 (+2 eff.) Rings make your fingers look great!  | 
 stralite Petrified Wood ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +32 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.titan's voratun ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+5 eff.) Rings make your fingers look great!  | 
 voratun Lifebinding Emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Mindpower: +12 (+4 eff.) Healing mod.: +30% Rings make your fingers look great!  | 
 voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 32 Damage (Melee): 28 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 32 Damage (Ranged): 22 physical Changes stats: +7 Cun Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great!  | 
 voratun ring 'Leleregotir' =11 wil=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 41% Damage when hit (Melee): 6 acid Changes stats: +11 Wil / +7 Mag Changes resistances: +15% nature / +14% blight Poison immunity: +23% Disease immunity: +30% Psi when hit: +0.12 Maximum hate: +6.00 Spellpower: +13 (+3 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.Bogthorn the voratun dagger (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 When wielded/worn: Accuracy: +25 (+5 eff.) Effects on melee hit: * 27% chance to slow global speed by 60% Changes stats: +10 Wil Changes damage: +21% physical Poison immunity: +27% Cut immunity: +27% Confusion immunity: +27% Maximum stamina: +40.80 Infravision radius: +4 See invisible: +24 Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Emelanne (173% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 173% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +8 Changes stats: +7 Str / +4 Dex / +4 Wil Changes resistances: +24% blight Maximum stamina: +40.00 See invisible: +24 Sharp, short and deadly.  | 
 Korurabar the Blazesorrow (179% power, 4 apr) =21 wil=Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 light Damage (radius 1) on hit: +21 lightning Damage (radius 2) on crit: +21 lightning When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 26% Changes stats: +21 Wil / +19 Con Changes resistances: +30% lightning Maximum life: +154.00 Light radius: +3 Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.elemental voratun greatsword of crippling (171% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 113 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +20.0% Changes resistances penetration: +42% cold Changes damage: +42% cold Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.infernal dragonbone starstaff of channeling (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +36.00% Mana each turn: +0.60 Spellpower: +42 (+10 eff.) Spell crit. chance: +5% See invisible: +20 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 Lustrerigor the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 2 nature Changes stats: +6 Str / +6 Dex / +7 Wil / +5 Cun Changes resistances penetration: +15% light Changes damage: +6% light Critical mult.: +15.00% Physical save: +18 (+5 eff.) Spell save: +18 (+4 eff.) Mental save: +14 (+3 eff.) Life regen: +3.50 Light radius: +3 Healing mod.: +30% A belt that goes around your waist.  | 
 This item will automatically be transmogrified when you leave the level.Winteroath the drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +7 Str / +7 Dex / +7 Wil / +13 Cun / +4 Con Changes resistances: +24% cold / +5% physical Changes resistances penetration: +30% cold Changes damage: +9% darkness / +21% cold Critical mult.: +20.00% Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +18 (+3 eff.) Light radius: +4 A belt that goes around your waist.  | 
 Cloth of Dreams (10 def, 0 armour) =5 wil=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 54 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
 This item will automatically be transmogrified when you leave the level.Silona the Quenchbreeze (16 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +4 Dex / +5 Mag / +8 Wil / +13 Con Changes resistances penetration: +20% cold Reduces incoming crit damage: 20.40% Physical save: +15 (+4 eff.) Light radius: +4 Infravision radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 247 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 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots.  | 
 Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
 pair of dwarven-steel boots 'Murkworth' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Dex Changes resistances: +10% lightning / +10% temporal / +2% physical Changes resistances penetration: +15% physical / +15% darkness / +5% mind 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 'Betholdaldalle' (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +11 Wil / +2 Cun / +5 Con Changes resistances penetration: +9% physical Changes damage: +9% mind Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +47% Equilibrium when hit: +0.12 Mindpower: +9 (+3 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 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 of rushing (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 stats: +4 Str / +4 Con Changes resistances: +15% acid / +15% fire / +15% cold / +6% lightning It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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.  | 
 This item will automatically be transmogrified when you leave the level.wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Cun / +6 Con Physical save: +24 (+6 eff.) Mental save: +25 (+5 eff.) Movement speed: +25% A pair of boots made of leather.  | 
 Helm of the Dominated (0 def, 9 armour) =30 silence 10 sp=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption.  | 
 This item will automatically be transmogrified when you leave the level.Icepiety the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +4 Dex / +9 Cun / +7 Con Changes resistances: +15% cold / +11% fire Changes damage: +12% cold Physical save: +22 (+6 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.Poloma (20 def, 20 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +20 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Dex Changes resistances: +10% mind / +3% physical Changes resistances penetration: +25% blight Changes damage: +15% physical Critical mult.: +27.20% Physical save: +18 (+5 eff.) Mental save: +25 (+5 eff.) A suit of armour made of leather.  | 
 168 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.  | 
 Deepsvalor (dig speed 22 turns) =spell cd=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 6 mind Changes stats: +3 Str Changes resistances: +15% mind Changes resistances penetration: +25% acid Changes damage: +18% mind Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Tooth of the Mouth (dig speed 12 turns) =fast dig=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.  | 
 iron pickaxe of wreckage (dig speed 29 turns) =perfect strike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str 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: 4.0 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 +87 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: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 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.  | 
 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 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 256.47 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.  | 
 Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power.  | 
 Eye of the Dreaming One =lucid dreamer=Infused 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 13 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 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 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 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.  | 
 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 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull.  | 
 2 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.  | 
 3 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.  | 
 Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 639.12 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.  | 
 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.  | 
 Blazeterror the voratun torque of clear mind [power 4]  (11/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +20% acid / +25% fire Changes damage: +21% acid / +12% fire / +30% light 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 25 turns. When used: * Increase all damage penetration by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 quick elm totem of stinging [power 104]  (11/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Wretchvile the dragonbone wand of shielding [power 560]  (11/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +6 Changes stats: +2 Str Maximum wards: +6 acid / +5 temporal / +5 nature / +5 light Changes resistances penetration: +15% physical Changes damage: +12% nature / +3% physical Talent granted: +2 Ward Physical save: +9 (+3 eff.) It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 36% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 This item will automatically be transmogrified when you leave the level.innervating dragonbone wand of shielding [power 560] (11/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals.  | 
 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
Achievements
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Lann the Dwarf Sun Paladin level 38
8th Loss 123rd year of Ascendancy at 23:34 see stats
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Lann the Dwarf Sun Paladin level 50
28th Stralite 125th year of Ascendancy at 06:35 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Lann the Dwarf Sun Paladin level 38
7th Loss 123rd year of Ascendancy at 08:19 see stats
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lann the Dwarf Sun Paladin level 50
26th Gold 125th year of Ascendancy at 08:45 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Lann the Dwarf Sun Paladin level 41
26th Shortage 123rd year of Ascendancy at 02:03 see stats
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Lann the Dwarf Sun Paladin level 25
16th Gold 123rd year of Ascendancy at 02:07 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Lann the Dwarf Sun Paladin level 20
33rd Dearth 122nd year of Ascendancy at 02:33 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Lann the Dwarf Sun Paladin level 40
22nd Loss 123rd year of Ascendancy at 05:02 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Lann the Dwarf Sun Paladin level 34
18th Dearth 123rd year of Ascendancy at 04:10 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Lann the Dwarf Sun Paladin level 23
24th Steel 123rd year of Ascendancy at 06:16 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Lann the Dwarf Sun Paladin level 34
18th Dearth 123rd year of Ascendancy at 06:13 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Lann the Dwarf Sun Paladin level 26
18th Gold 123rd year of Ascendancy at 09:13 see stats
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Lann the Dwarf Sun Paladin level 50
3rd Acquisition 125th year of Ascendancy at 10:16 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lann the Dwarf Sun Paladin level 31
40th Profit 123rd year of Ascendancy at 16:11 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lann the Dwarf Sun Paladin level 50
27th Gold 125th year of Ascendancy at 05:24 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Lann the Dwarf Sun Paladin level 10
6th Profit 122nd year of Ascendancy at 22:15 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Lann the Dwarf Sun Paladin level 20
3rd Dearth 122nd year of Ascendancy at 16:50 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Lann the Dwarf Sun Paladin level 30
20th Stralite 123rd year of Ascendancy at 04:32 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Lann the Dwarf Sun Paladin level 40
21st Loss 123rd year of Ascendancy at 03:32 see stats
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Lann the Dwarf Sun Paladin level 50
12nd Wealth 124th year of Ascendancy at 11:57 see stats
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Lann the Dwarf Sun Paladin level 50
28th Stralite 125th year of Ascendancy at 02:13 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Lann the Dwarf Sun Paladin level 21
12nd Iron 123rd year of Ascendancy at 03:10 see stats
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Lann the Dwarf Sun Paladin level 50
4th Steel 125th year of Ascendancy at 02:23 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Lann the Dwarf Sun Paladin level 47
3rd Profit 124th year of Ascendancy at 02:56 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Lann the Dwarf Sun Paladin level 29
17th Stralite 123rd year of Ascendancy at 19:25 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Lann the Dwarf Sun Paladin level 40
21st Shortage 123rd year of Ascendancy at 05:37 see stats
			Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Lann the Dwarf Sun Paladin level 6
20th Voratun 122nd year of Ascendancy at 09:07 see stats
			Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Lann the Dwarf Sun Paladin level 50
12nd Wealth 125th year of Ascendancy at 12:48 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Lann the Dwarf Sun Paladin level 10
8th Profit 122nd year of Ascendancy at 03:46 see stats
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Lann the Dwarf Sun Paladin level 50
15th Gold 125th year of Ascendancy at 18:52 see stats
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Lann the Dwarf Sun Paladin level 50
13rd Loss 124th year of Ascendancy at 13:12 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Lann the Dwarf Sun Paladin level 13
24th Profit 122nd year of Ascendancy at 07:30 see stats
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Lann the Dwarf Sun Paladin level 43
24th Iron 124th year of Ascendancy at 14:07 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Lann the Dwarf Sun Paladin level 25
18th Gold 123rd year of Ascendancy at 08:45 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Lann the Dwarf Sun Paladin level 17
4th Wealth 122nd year of Ascendancy at 07:23 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Lann the Dwarf Sun Paladin level 37
6th Loss 123rd year of Ascendancy at 11:27 see stats
Log
Caldizar damages himself through Martyrdom!
Caldizar hits Lann for (245877 resilience), 1267 thaumic energy (1267 total damage).
Lann hits Caldizar for 0 light, 0 thaumic energy (0 total damage).
Lann receives 70 healing from Shield of Light.
LIFE LOST WARNING!
Lann casts Barrier.
Lann's spell attains critical power!
A shield forms around Lann.
Talent Sun Ray is ready to use.
Talent Stunning Blow is ready to use.
Searing Sight hits Caldizar for 0 light damage.
Caldizar casts Elemental Array Burst.
Caldizar's spell attains critical power!
Your shield crumbles under the damage!
The shield around Lann crumbles.
Caldizar damages himself through Martyrdom!
Caldizar hits Lann for (420510 resilience), (719 absorbed), 548 thaumic energy (548 total damage).
Lann hits Caldizar for 0 light, 0 thaumic energy (0 total damage).
Lann receives 26 healing from Shield of Light.
Caldizar is no longer influenced by martyrdom.
Lann casts Sun Ray.
Caldizar resists the effect 'Blinded'!
Lann hits Caldizar for 0 light damage.
Talent Wave of Power is ready to use.
Searing Sight hits Caldizar for 0 light damage.
Caldizar casts Elemental Array Burst.
Caldizar's spell attains critical power!
Lann's spell attains critical power!






























































































































