











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
 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:
 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: Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 | Madness Adventure | 
| Sex | Female | 
| Race | Ogre | 
| Class | Adventurer | 
| Level / Exp | 29 / 11% | 
| Size | big | 
| Lifes / Deaths | Killed by Vorisetta the slumbering wolf at level 17 on the 67th Haze 122nd year of Ascendancy at 13:232 / 4 Killed by Porymira the crimson ooze at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 17:08 Killed by Betherin the skeleton warrior at level 29 on the 71st Pyre 123rd year of Ascendancy at 02:31 Killed by Betherin the skeleton warrior at level 29 on the 71st Pyre 123rd year of Ascendancy at 04:29 | 
Primary Stats
| Strength | 46 (base 37) | 
| Dexterity | 31 (base 18) | 
| Constitution | 19 (base 12) | 
| Magic | 79 (base 60) | 
| Willpower | 23 (base 15) | 
| Cunning | 35 (base 17) | 
Resources
| Life | 777/777 | 
| Mana | 174/174 | 
| Paradox | 300 | 
| Positive | 64/64 | 
| Healing Factor | 1.0791723257556 | 
| Regeneration | 4.5864823844613 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 2 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 34 | 
| Accuracy | 36 | 
| Crit Chance | 26% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 55 | 
| Crit Chance | 20% | 
| Speed | 1 | 
| Cooldown Reduction | 40 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +6% | 
| Arcane | +12% | 
| Cold | +8% | 
| All | 0% | 
| Lightning | +9% | 
| Temporal | +10% | 
| Physical | +7% | 
| Fire | +7% | 
| Mind | +6% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Blight | +15% | 
| Physical | +5% | 
| Mind | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 16 (30%) | 
| Defense | 35 | 
| Ranged Defense | 35 | 
| Fatigue | 19 | 
| Physical Save | 24 | 
| Spell Save | 33 | 
| Mental Save | 23 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Arcane | + 12%( 70%) | 
| Cold | + 19%( 70%) | 
| All | + 7%( 70%) | 
| Darkness | + 25%( 70%) | 
| Light | + 21%( 70%) | 
| Physical | + 12%( 70%) | 
| Mind | + 10%( 70%) | 
| Lightning | + 30%( 70%) | 
| Fire | + 14%( 70%) | 
| Nature | + 10%( 70%) | 
Defense: Immunities
| Stun Resistance | 97% | 
| Confusion Resistance | 45% | 
| Teleport Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 42% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use 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 create a protective shield absorbing and reflecting at most 742 damage for 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Acid Wave 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 unleash a cone dealing 320.87 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use 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 create a protective shield absorbing at most 460 damage for 5 turns. Its effects scale with your Cunning stat. | 
Class Talents
| Spell / Meta | 1.00 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Combat | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Chronomancy / Flux | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Celestial / Sun | 1.00 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Staff combat | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Aegis | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Retribution | 
| talent | Arcane Shield | 
| talent | Weapon of Wrath | 
| talent | Spellcraft | 
| talent | Reality Smearing | 
| talent | Contingency | 
| talent | Second Life | 
| talent | Shield of Light | 
| talent | Shielding | 
| talent | Weapon of Light | 
| beneficial effect | The target is surrounded by a magical shield, absorbing 742/742 damage (reflecting 100% back to the attacker) before it crumbles.Damage Shield | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest.Escort: temporal explorer (level 2 of Old Forest) As a reward you improved talent Precognition (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: temporal explorer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Precognition (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves.Escort: temporal explorer (level 2 of Scintillating Caves) As a reward you improved talent Precognition (+1 level(s)). | done | 
| You failed to protect the temporal explorer from death by wretchling.Escort: temporal explorer (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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 Alchemists Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 7 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +25% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 72% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  brass lantern 'Vorurin' =5 lite 10 sp 5 oop= Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% darkness / +5% arcane Changes resistances penetration: +5% physical Spellpower: +6 (+2 eff.) Light radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 |  Aresaleblek the iron helm (0 def, 4 armour) =10 oop= Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Urthumnir the Blindshaper (0 def, 2 armour) =4 sp 20 stun= Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +4 Mag Changes resistances: +3% light Changes damage: +6% arcane / +3% lightning Disease immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 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. | 
| Tool |  iron pickaxe of quickening (dig speed 29 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  copper ring 'Baruzilatir' =8 surge 6 crit= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +6% arcane Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +6% Rings make your fingers look great! | 
| On fingers |  gold quartz ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +8 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! | 
| Around neck |  grounding copper amulet of soulsearing =6 sp 22 stun 11 mult= Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Changes damage: +6% blight / +7% fire Critical mult.: +11.00% Stun/Freeze immunity: +22% Spellpower: +6 (+2 eff.) Amulets make your neck look great! | 
| In main hand |  magewarrior's short elm starstaff of wizardry (100% power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +2 Mag / +1 Wil Changes damage: +10% temporal Talent granted: +1 Command Staff Maximum mana: +11.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. | 
| Around waist |  hardened leather belt 'Emelotha' =2 lite 20 mult= Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +2 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Critical mult.: +20.00% Hate when firing a critical mind attack: +1.00 Light radius: +2 A belt that goes around your waist. | 
| In off hand |  Haruvon the Mirewrack (0 def, 6 armour, 151% power, 81 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 151% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +81 On weapon hit: * 20% chance to slow global speed by 43% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +13 acid When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Armour: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to reduce armor by 37% Changes stats: +1 Wil / +4 Cun / +5 Con Changes resistances: +11% acid / +3% nature / +12% light / +16% darkness Talent granted: +1 Block Light radius: +1 Handheld deflection devices. | 
| Cloak |  linen cloak 'Fogquench' (21 def, 0 armour) =15 oop 80 dieat= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +21 (+9 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +5% physical Changes resistances penetration: +10% darkness Teleport immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  stormwoven Robe of the Worm of Angolwen (0 def, 0 armour) =12 sp 22 sil 3 surge= Powered by arcane forces Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +7 Mag / +8 Wil Changes resistances: +6% lightning / +6% cold / +7% all Changes damage: +6% lightning / +7% physical / +8% cold Silence immunity: +22% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  acid wave rune of the warrior (damage 179; dur 4; cd 20) 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 unleash a cone dealing 179.38 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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. | 
|  This item will automatically be transmogrified when you leave the level. ethereal rune (power 15; resist 19%; move 35%; dur 5; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 35% faster, and you are invisible (power 15). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the wizard (absorb 171; 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: 11 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 171 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 395; dur 3; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 395 damage for 3 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. | 
|  shielding rune of the warrior (absorb 300; dur 4; cd 18) 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 create a protective shield absorbing at most 300 damage for 4 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. | 
|  shielding rune of the wizard (absorb 451; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 451 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune (threshold 34; blocks 2; dur 4; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 34 up to 2 times. 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 psychic (threshold 54; blocks 4; dur 4; 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: 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 54 up to 4 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the warrior (range 85; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. 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. | 
|  This item will automatically be transmogrified when you leave the level. schematic: Fiery Salve Requires: - 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. | 
|  This item will automatically be transmogrified when you leave the level. schematic: Flash Powder Requires: - 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. | 
|  This item will automatically be transmogrified when you leave the level. schematic: Grounding Strap Requires: - 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. | 
|  Emelitha =100 hp= Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Fatigue: -5% Changes resistances: +6% lightning / +6% fire Mental save: +3 (+2 eff.) Life regen: +2.00 Maximum life: +100.00 Mental crit. chance: +2% Amulets make your neck look great! | 
|  Prismwreck =3 lite= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light / 4 fire Changes resistances: +15% mind Changes damage: +6% light / +12% fire Confusion immunity: +28% Light radius: +3 Amulets make your neck look great! | 
|  The Black Core =100 blind 100 dieat= Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  restful steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +2.00 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! | 
|  Arcenvy =11 sp 14 acc= Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+6 eff.) Armour penetration: +9 Defense: +18 (+8 eff.) Changes stats: +2 Dex / +3 Mag / +2 Cun Changes resistances: +3% blight / +3% temporal / +3% lightning Mental save: +3 (+2 eff.) Spellpower: +8 (+3 eff.) 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 104% 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! | 
|  Daimorath the gold ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +13 Str / +2 Mag / +3 Cun / +6 Con Changes resistances: +22% acid / +24% fire Changes damage: +11% acid / +12% fire Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. Duridoldil Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +5% arcane Changes resistances penetration: +25% mind / +25% arcane Maximum encumbrance: +28 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  Galegund the Murkbrace Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Defense: +11 (+5 eff.) Changes resistances: +18% acid / +18% fire / +13% cold / +9% nature / +13% lightning Changes resistances penetration: +10% nature Changes damage: +12% lightning Blindness immunity: +37% Infravision radius: +4 See stealth: +8 See invisible: +5 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 104% 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! | 
|  Skyreek =20 stun= Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 6 lightning Changes stats: +3 Wil Changes resistances: +6% cold / +5% arcane / +3% light Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.33 cold and 11.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
|  psionicist's steel ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! | 
|  solipsist's steel ring of pilfering =5 cun= Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+3 eff.) 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 104% 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! | 
|  solipsist's steel ring of sensing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Blindness immunity: +24% Mindpower: +6 (+3 eff.) Infravision radius: +3 See stealth: +8 See invisible: +7 Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. Kheludogrim the dwarven-steel dagger (110% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 110% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 light Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 acid Damage against: +13% Undead When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +8 Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Damage when hit (Melee): 2 acid Changes resistances penetration: +8% physical Changes damage: +9% acid Disarm immunity: +20% Mental crit. chance: +3% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of massacre (129% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. balanced steel dagger of vileness (101% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +9 blight When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+4 eff.) Disarm immunity: +24% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of massacre (129% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. quick voratun dagger (147% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+6 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. ash longbow 'Ulolar' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 mind / +17 fire When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +25% acid / +10% mind Changes damage: +6% acid / +18% fire Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of phasing (124% power, 9 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+4 eff.) Disarm immunity: +20% Sharp, long, and deadly. | 
|  Gravitational Staff (136% power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+7 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 151.94 physical (gravity) damage. Each target moved beyond the first increases the damage by 18.99 (up to a maximum of 75.97 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. | 
|  This item will automatically be transmogrified when you leave the level. greater ash magestaff (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. stralite waraxe 'Aerindur' (136% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 27 On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 acid / +8 blight Damage (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +17 (+7 eff.) Armour penetration: +7 Physical crit. chance: +18.0% Physical power: +9 (+3 eff.) Changes stats: +4 Dex Changes resistances: +3% acid Critical mult.: +22.00% Combat speed: +10% One-handed war axes. | 
|  Mighty Girdle =40 hp= Crafted 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. | 
|  rough leather belt of magery =4 sp 4 crit= Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spell crit. chance: +4% A belt that goes around your waist. | 
|  rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Khelysaran the linen cloak (6 def, 0 armour) =10 acc 25 phys pen= Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +7 Physical power: +15 (+5 eff.) Defense: +6 (+3 eff.) Changes resistances: +12% light / +13% fire Changes resistances penetration: +25% physical Critical mult.: +10.00% Stealth bonus: +7 Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Shimmerwisp the linen cloak (1 def, 0 armour) =20 temp pen 31 hp= Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Cun / +1 Con Changes resistances penetration: +20% temporal Changes damage: +6% lightning / +9% temporal Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Spideronslaught (1 def, 0 armour) =3 lite 32 hp= Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +20% nature / +10% fire Maximum life: +32.00 Light radius: +3 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% darkness / +13% temporal Defense after a teleport: +16 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. | 
|  Firewalker (15 def, 2 armour) =22 sp= Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+7 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+4 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% darkness / +13% mind / +11% all Physical save: +13 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Flashpall the pair of hardened leather boots (0 def, 3 armour) =10 sp 2 lite= Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 37% Changes stats: +5 Mag / +4 Wil / +3 Con Changes resistances penetration: +5% acid / +6% physical Changes damage: +10% acid / +3% light / +6% blight Maximum encumbrance: +23 Physical save: +8 (+4 eff.) Disease immunity: +29% Spellpower: +5 (+2 eff.) Mindpower: +4 (+2 eff.) Light 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 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  Runilathador the Glarekin (0 def, 1 armour) =15 light pen 2 lite= Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +15% light Changes damage: +12% nature / +3% light Spellpower: +4 (+1 eff.) Light radius: +2 A pair of boots made of leather. | 
|  Sleettrail the pair of rough leather boots (10 def, 1 armour) =15 acc= Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +1 Defense: +10 (+5 eff.) Damage when hit (Melee): 2 light Changes resistances: +6% lightning / +6% temporal / +9% cold Changes damage: +3% cold A pair of boots made of leather. | 
|  Vileenvy (0 def, 3 armour) =15 sp 2 crit 4 cun= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 nature Changes stats: +5 Mag / +4 Cun / +3 Con Changes resistances penetration: +20% blight / +10% arcane Physical save: +16 (+8 eff.) Mental save: +13 (+7 eff.) Spellpower: +10 (+3 eff.) Spell crit. chance: +2% A pair of boots made of leather. | 
|  pair of hardened leather boots 'Unrayagund' (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +4 Wil Changes resistances: +6% darkness / +2% physical Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Poison immunity: +10% Life regen: +6.00 Only die when reaching: -20.00 life Healing mod.: +25% A pair of boots made of leather. | 
|  pair of rough leather boots 'Borogund' (0 def, 5 armour) =20 phys pen= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes stats: +6 Str / +6 Con Changes resistances penetration: +20% physical Changes damage: +6% physical Reduces incoming crit damage: 15.00% See invisible: +3 Size category: +1 A pair of boots made of leather. | 
|  Boltstrider the dwarven-steel gauntlets (0 def, 2 armour) =11 crit 10 mult 20 mod= Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Damage when hit (Melee): 10 mind / 4 lightning Changes resistances: +9% light / +9% blight Critical mult.: +10.00% Spell crit. chance: +11% Mental crit. chance: +12% Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Phoenixsting' (0 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +13 Armour Hardiness: +9% Fatigue: +3% Changes stats: +9 Con Changes resistances: +6% physical / +9% light / +6% mind Changes damage: +9% fire Poison immunity: +20% Life regen: +4.00 Psi when hit: +0.24 Mental crit. chance: +2% 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. | 
|  hardened leather gloves of spellstriking (0 def, 2 armour) =12 sp= Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Changes stats: +6 Mag / +3 Wil Changes resistances: +5% arcane Changes damage: +4% arcane Spellpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather gloves of the juggernaut (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Con Physical save: +15 (+8 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) =20 acc= Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+8 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Physical save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +27% 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. | 
|  Bloomwend the rough leather hat (0 def, 1 armour) =3 lite water= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Cun / +2 Con Changes resistances: +9% cold Changes damage: +12% nature Allows you to breathe in: water Reduces incoming crit damage: 5.00% Light radius: +3 Infravision radius: +3 A hat made of leather. Very stylish. | 
|  Cutholin the hardened leather cap (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +9 Wil Changes resistances: +7% lightning / +8% temporal / +6% light / +11% blight / +5% arcane / +8% physical Changes damage: +6% mind Physical save: +7 (+4 eff.) Mental save: +7 (+4 eff.) A cap made of leather. | 
|  Dazzleshear the linen wizard hat (16 def, 2 armour) =40 dieat 40 hp= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +16 (+7 eff.) Changes stats: +3 Wil Changes resistances: +6% blight Changes damage: +6% light Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +40.00 A pointy cloth hat, very wizardly... | 
|  Eilinessra the iron helm (0 def, 3 armour) =20 stun 15 acc 60 hp= Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +3 Fatigue: +5% Changes resistances: +6% acid / +3% blight / +6% fire / +6% cold / +6% lightning Spell save: +3 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Elyra the Starrace (0 def, 3 armour) =20 light pen 10 phys res= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 light Changes stats: +5 Str / +5 Wil Changes resistances: +9% light / +10% physical Changes resistances penetration: +20% light Changes damage: +3% arcane Physical save: +11 (+6 eff.) A cap made of leather. | 
|  Gleamparry the rough leather hat (0 def, 1 armour) =3 lite= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 43% Changes resistances: +6% blight / +5% arcane Changes damage: +3% fire Physical save: +11 (+6 eff.) Light radius: +3 A hat made of leather. Very stylish. | 
|  Splendourmark the rough leather cap (0 def, 3 armour) =20 acc= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+8 eff.) Armour: +3 Fatigue: +1% Changes stats: +2 Str / +2 Wil / +5 Con Changes damage: +9% light A cap made of leather. | 
|  Umbra's kiss the hardened leather cap (0 def, 6 armour) =water= Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Fatigue: +3% Changes stats: +5 Dex / +6 Cun / +2 Con Changes resistances: +14% cold Changes resistances penetration: +5% darkness Allows you to breathe in: water Infravision radius: +2 A cap made of leather. | 
|  This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +13% light / +12% darkness A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +22% cold A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. searing reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Damage (Melee): 12 acid / 12 fire Damage when hit (Melee): 10 acid / 12 fire Changes resistances: +15% acid / +14% fire Critical mult.: +11.00% A suit of armour made of leather. | 
|  Barkspawn (0 def, 4 armour, 109% power, 41 block) =10 light pen slow= Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 109% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 On weapon hit: * 10% chance to slow global speed by 43% Damage (radius 1) on hit: +4 lightning When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 43% * 8% chance to reduce all saves and defense by 17 Effects when hit in melee: * 15% chance to reduce all saves and defense by 17 Changes resistances: +9% lightning / +6% nature Changes resistances penetration: +10% light Changes damage: +21% nature Talent granted: +1 Block Handheld deflection devices. | 
|  Gedara (0 def, 6 armour, 138% power, 78 block) =5 sp= Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 162 physical damage over 5 turns (1/turn) Changes stats: +1 Dex / +5 Mag Changes resistances: +17% acid / +18% cold Talent granted: +1 Block Reduces incoming crit damage: 5.00% See invisible: +3 Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of lightning resistance (+16%) (0 def, 6 armour, 133% power, 85 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +85 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 4 fire Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. | 
|  2 agate 0.00 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. | 
|  50 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  2 onyx 0.00 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. | 
|  aquamarine 0.00 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. | 
|  opal 0.00 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. | 
|  topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Aeroselle the iron pickaxe (dig speed 36 turns) =10 sil 60 hp= Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +1 Str Changes resistances: +10% nature / +5% arcane Changes damage: +6% nature Silence immunity: +10% Life regen: +2.00 Maximum life: +60.00 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) 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 'Cyryna' (dig speed 39 turns) =4 str= Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +4 Str Changes resistances: +10% nature / +3% temporal Changes damage: +6% nature Spell save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Yvomira' (dig speed 40 turns) =10 acc= Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +1 Fatigue: -5% Changes stats: +2 Str / +1 Dex Stamina each turn: +1.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  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. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor Powered 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. | 
|  Rod of Annulment (1/1) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of 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 Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. | 
|  Koroyatir the Mucushash [power 188]  (15 cooldown) =stinging= Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +9% light It can be used to sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 23% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of stinging [power 110]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  5 amethyst 0.00 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. | 
|  Voriyath the elm wand of lightning storm [power 110]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +4 Str Changes resistances: +3% nature Critical mult.: +5.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  quartz 0.00 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. | 
|  citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Madness (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Madness (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Darkness the Ogre Adventurer level 16
55th Haze 122nd year of Ascendancy at 21:10 see stats
 Exterminator (Madness (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Madness (Adventure) difficulty)
			Killed 1000 creatures.By Darkness the Ogre Adventurer level 22
26th Regrowth 123rd year of Ascendancy at 13:49 see stats
 Level 10 (Madness (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Madness (Adventure) difficulty)
			Got a character to level 10.By Darkness the Ogre Adventurer level 10
47th Dusk 122nd year of Ascendancy at 04:55 see stats
 Level 20 (Madness (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Madness (Adventure) difficulty)
			Got a character to level 20.By Darkness the Ogre Adventurer level 20
9th Decay 122nd year of Ascendancy at 10:38 see stats
 Poisonous (Madness (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Madness (Adventure) difficulty)
			Sided with the assassin lord.By Darkness the Ogre Adventurer level 26
59th Regrowth 123rd year of Ascendancy at 15:04 see stats
 Size matters (Madness (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Madness (Adventure) difficulty)
			Did over 600 damage in one attack.By Darkness the Ogre Adventurer level 26
69th Regrowth 123rd year of Ascendancy at 01:27 see stats
 The Arena (Madness (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Madness (Adventure) difficulty)
			Unlocked Arena mode.By Darkness the Ogre Adventurer level 6
14th Dusk 122nd year of Ascendancy at 09:07 see stats
 The Right thing to do (Madness (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Madness (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Darkness the Ogre Adventurer level 28
59th Pyre 123rd year of Ascendancy at 02:00 see stats
 The secret city (Madness (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Madness (Adventure) difficulty)
			Discovered the truth about mages.By Darkness the Ogre Adventurer level 6
17th Dusk 122nd year of Ascendancy at 07:49 see stats
 Treasure Hoarder (Madness (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Madness (Adventure) difficulty)
			Amassed 3000 gold pieces.By Darkness the Ogre Adventurer level 25
43rd Regrowth 123rd year of Ascendancy at 15:26 see stats
 Treasure Hunter (Madness (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Madness (Adventure) difficulty)
			Amassed 1000 gold pieces.By Darkness the Ogre Adventurer level 17
68th Haze 122nd year of Ascendancy at 22:57 see stats
Log
Darkness casts Rune: Reflection Shield.
A shield forms around Darkness.
































































