













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 | Insane Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Archmage (Technomancer) | 
| Level / Exp | 39 / 22% | 
| Size | medium | 
| Lifes / Deaths | Killed by Porekira the mountain troll at level 39 on the 70th Regrowth 123rd year of Ascendancy at 21:15  / 1 | 
Primary Stats
| Strength | 10 (base 10) | 
| Dexterity | 14 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 102 (base 60) | 
| Willpower | 71 (base 60) | 
| Cunning | 52 (base 36) | 
Resources
| Life | -214/470 | 
| Mana | 2/724 | 
| Steam | 125/125 | 
| Healing Factor | 1.0283363011315 | 
| Regeneration | 4.3704292798089 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +32.000000000002% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| Infravision | 8 | 
| See Invisible | 24 | 
Offense: Mainhand
| Damage | 39 | 
| Accuracy | 16 | 
| Crit Chance | 18% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 90 | 
| Crit Chance | 41% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 43 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +22% | 
| Arcane | +7% | 
| Cold | +60% | 
| All | 0% | 
| Lightning | +9% | 
| Temporal | +6% | 
| Physical | +5% | 
| Fire | +24% | 
| Mind | +15% | 
Offense: Damage Penetration
| Lightning | +15% | 
| Temporal | +15% | 
| Fire | +25% | 
| Cold | +30% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 16 (38%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 3 | 
| Physical Save | 23 | 
| Spell Save | 41 | 
| Mental Save | 39 | 
Defense: Resistances
| Lightning | + 36%( 70%) | 
| Physical | + 19%( 70%) | 
| Fire | + 34%( 70%) | 
| Darkness | + 33%( 70%) | 
| Arcane | + 17%( 70%) | 
| Cold | + 23%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Teleport Resistance | 100% | 
| Pinning Resistance | 20% | 
| Silence Resistance | 61% | 
| Confusion Resistance | 30% | 
| Knockback Resistance | 20% | 
| Stun Resistance | 94% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 610 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1212% for 10 turns (716 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam.  | 
Class Talents
| Spell / Meta | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Ice | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Temporal | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Phantasm | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Earth | 1.50 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Terrene technomancy | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Spell / Water | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Divination | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 4/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
Effects
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.  | failed | 
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You failed to protect the injured seer from death by Aqua. Escort: injured seer (level 6 of Dreadfell) | failed | 
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 3 of Old Forest) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00).  | done | 
You failed to protect the lost defiler from death by Aqua. Escort: lost defiler (level 5 of Dreadfell) | failed | 
You failed to protect the lost sun paladin from death by Megumin R. Escort: lost sun paladin (level 1 of Daikara) | failed | 
You failed to protect the lost warrior from death by Aeruthra the gloomy white wolf. Escort: lost warrior (level 1 of Heart of the Gloom) | failed | 
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes.  | done | 
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 | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.'  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You 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 within1 lumberjacks have died.  | 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 |  Cloudrebel the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 arcane / 10 lightning Changes resistances: +5% arcane Changes resistances penetration: +15% lightning / +5% cold Changes damage: +9% lightning / +15% cold Physical save: +12 (+6 eff.) Silence immunity: +35% Confusion immunity: +30% Pinning immunity: +20% Stun/Freeze immunity: +33% Knockback immunity: +20% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Frostpython =11 lite 23 sp=Powered by arcane forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire / 4 light / 2 cold Changes stats: +8 Mag Changes resistances: +3% cold / +5% fire Changes damage: +3% cold Spellpower: +15 (+3 eff.) Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +8 Cun / +3 Con Changes damage: +7% arcane Mental save: +12 (+4 eff.) Mana each turn: +1.20 Mana when hit: +1.50 Maximum mana: +53.00 Spellpower: +7 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly...  | 
| Tool |  Khelahir the steel torque of clear mind [power 2]  (15/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Changes resistances: +3% lightning / +2% physical Spell save: +3 (+1 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 28% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Phoenixzephyr the steel ring =25 pen 9 dmg=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +12% fire Changes resistances penetration: +15% temporal / +25% cold Changes damage: +9% cold / +24% fire / +6% temporal Stun/Freeze immunity: +21% Life regen: +4.00 Rings make your fingers look great!  | 
| On fingers |  gold ring of arcana (+0.21/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +26% Mana each turn: +0.21 Rings make your fingers look great!  | 
| Around waist |  Xeryssra the Freezedream Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Dex / +5 Mag / +9 Wil / +5 Cun Changes resistances: +7% fire / +8% cold Changes damage: +3% cold Damage against: +23% Summoned Reduced damage from: +18% Summoned Spell crit. chance: +4% See invisible: +12 Slows Projectiles: +20% A belt that goes around your waist.  | 
| In main hand |  Radiancewisp the dragonbone magestaff (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +8% Damage (Melee): 26 fire Damage when hit (Melee): 4 light Changes damage: +15% mind / +30% cold Talent granted: +1 Command Staff Critical mult.: +47.00% Physical save: +6 (+3 eff.) Mana each turn: +4.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +15% Light radius: +2 See invisible: +12 Talent on hit(spell): Lightning (25% chance level 4). Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Heatqueller (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Damage when hit (Melee): 4 fire Changes stats: +3 Cun / +2 Wil Changes resistances: +8% darkness Changes resistances penetration: +25% fire Mental save: +3 (+1 eff.) Psi when hit: +0.16 Maximum psi: +10.00 Mental crit. chance: +3% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Talent granted: +2 Arcane Dynamo Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.  | 
| Cloak |  Wrap of Stone (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +40% Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 173.73 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease.  | 
| Around neck |  The Black CorePowered 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 Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
Inventory
 steam generator implant of the titan (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the warrior (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 This item will automatically be transmogrified when you leave the level.movement infusion of the psychic (speed 697%; cd 13) 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 697% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the warrior (speed 458%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 458% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 This item will automatically be transmogrified when you leave the level.wild infusion (res 16%; mental; dur 4; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 This item will automatically be transmogrified when you leave the level.wild infusion (res 19%; magical; dur 4; cd 16) 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 cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune of the wizard (damage 433; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 432.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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.  | 
 manasurge rune (regen 1178% over 10 turns; mana 59; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1178% for 10 turns (696 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. 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.  | 
 manasurge rune of the duelist (regen 853% over 10 turns; mana 43; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 853% for 10 turns (504 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 45; 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: 18 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 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune (absorb 20; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 41; 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: 18 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 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the duelist (absorb 343; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the duelist (absorb 262; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the psychic (absorb 263; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 3 turns. 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.  | 
 This item will automatically be transmogrified when you leave the level.schematic: Ablative Armour Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Black Light Emitter Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Deflection Field Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Second Skin Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Bregazor the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% lightning / +17% temporal / +3% darkness Reduces incoming crit damage: 10.00% Mental save: +7 (+2 eff.) Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +28% Knockback immunity: +26% Mindpower: +7 (+2 eff.) Amulets make your neck look great!  | 
 Eremydil the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% acid Changes damage: +30% acid Stun/Freeze immunity: +21% Amulets make your neck look great!  | 
 YvyrethInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +16 Changes stats: +9 Dex / +3 Wil / +2 Cun / +3 Con Critical mult.: +15.00% Physical save: +9 (+4 eff.) Mental save: +9 (+3 eff.) Life regen: +9.00 Hate when firing a critical mind attack: +1.00 Maximum life: +66.00 Mindpower: +10 (+3 eff.) Amulets make your neck look great!  | 
 restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +2.00 Amulets make your neck look great!  | 
 savior's gold amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +13 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +12 (+4 eff.) Amulets make your neck look great!  | 
 vitalizing steel amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Con Physical save: +8 (+4 eff.) Life regen: +3.00 Maximum life: +46.00 Amulets make your neck look great!  | 
 Goserin the SleetspikeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Changes resistances: +22% fire Changes resistances penetration: +5% cold Changes damage: +11% fire / +9% physical / +9% cold Critical mult.: +5.00% Rings make your fingers look great!  | 
 Snowpierce the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness / 2 cold Changes resistances: +6% cold Changes damage: +3% darkness / +9% cold Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great!  | 
 VoidbutcherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 6 darkness / 2 mind Changes stats: +9 Cun Mental crit. chance: +3% Light radius: +2 Rings make your fingers look great!  | 
 conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +9 (+2 eff.) Rings make your fingers look great!  | 
 copper citrine ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +7 (+1 eff.) Light radius: +4 Infravision radius: +4 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 4 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 135% 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!  | 
 copper ring 'Xerada'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +1 Str Changes resistances: +6% acid / +22% nature / +9% light Changes damage: +11% nature Spell save: +9 (+3 eff.) Stamina each turn: +1.00 Rings make your fingers look great!  | 
 copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great!  | 
 copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great!  | 
 rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great!  | 
 rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great!  | 
 rogue's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great!  | 
 savior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great!  | 
 savior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Blindness immunity: +26% Infravision radius: +4 See stealth: +7 See invisible: +8 Rings make your fingers look great!  | 
 sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +6 Cun / +6 Dex Rings make your fingers look great!  | 
 treant's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +7% blight Poison immunity: +15% Disease immunity: +19% Stun/Freeze immunity: +28% Life regen: +5.00 Rings make your fingers look great!  | 
 warrior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great!  | 
 warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.voratun battleaxe of corruption (171% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). Massive two-handed battleaxes.  | 
 Blazewaker the steel dagger (107% power, 6 apr) =20 sp 10 mult 3 wil=Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +8 (+4 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Wil Changes damage: +9% arcane Critical mult.: +10.00% Disarm immunity: +32% Spellpower: +20 (+4 eff.) Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.balanced stralite dagger of erosion (134% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% 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: +8.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+4 eff.) Disarm immunity: +24% Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.enhanced voratun dagger of crippling (148% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Str / +10 Dex / +7 Mag / +8 Wil / +9 Cun / +3 Con Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.quick dwarven-steel greatsword of rage (142% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +39 (+19 eff.) Changes stats: +7 Str / +5 Dex Changes damage: +9% physical Combat speed: +10% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword of erosion (146% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.warbringer's voratun longsword of amnesia (153% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Physical power: +6 (+6 eff.) Changes stats: +1 Con Changes resistances penetration: +10% physical Disarm immunity: +18% Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.voratun mace 'Rhamanik' (154% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 138 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Armour: +10 Changes stats: +9 Mag / +8 Wil Changes resistances penetration: +25% cold Changes damage: +20% cold Stun/Freeze immunity: +20% Life regen: +4.00 Spellpower: +14 (+3 eff.) Healing mod.: +10% Blunt and deadly.  | 
 Glera (88% power, 18 apr, mind damage) =8 pen 9 dmg 10 mult=Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 47% Damage (Melee): +8 acid When wielded/worn: Armour: +11 Damage (Melee): 8 cold Changes resistances: +9% cold Changes resistances penetration: +8% cold Changes damage: +15% physical / +9% cold Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.epiphanous living mindstar (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +16% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +3.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.living mindstar of gales (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +19 (+9 eff.) Changes damage: +6% lightning / +12% cold / +10% physical Talent granted: +1 Attune Mindstar Pinning immunity: +22% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.Elura the Viperweeper (120% power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes damage: +20% light / +15% arcane Talent granted: +1 Command Staff Mental save: +15 (+5 eff.) Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +4.00 Maximum mana: +72.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art.  | 
 Emusebeth the Freezerip (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes resistances: +12% fire / +15% cold Changes resistances penetration: +15% cold / +15% temporal Changes damage: +9% cold / +25% fire Talent granted: +1 Command Staff Critical mult.: +25.00% Mana each turn: +0.20 Maximum mana: +72.00 Spellpower: +18 (+3 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art.  | 
 magewarrior's short elven-wood magestaff of channeling (129% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +7.0% Physical power: +8 (+8 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower: +30 (+6 eff.) Spell crit. chance: +6% 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.  | 
 magewarrior's short elven-wood vilestaff of protection (129% power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+5 eff.) Physical crit. chance: +7.0% Physical power: +9 (+9 eff.) Changes resistances: +12% acid Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art.  | 
 magewarrior's short elven-wood vilestaff of protection (129% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +6.0% Physical power: +9 (+9 eff.) Changes resistances: +12% blight Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.yew vilestaff 'Galolathalagund' (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +15 (+7 eff.) Changes resistances penetration: +10% physical Changes damage: +20% darkness / +21% temporal Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +67.00 Maximum stamina: +30.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.penetrating voratun steamgun of piercing Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +8% all / +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.stormbringer's voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +26 lightning / +11 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +14% lightning / +11% cold Movement speed: +28% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.stralite waraxe 'Vorena' (140% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 140% 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: * 25% chance for lightning to strike from the target to a second target dealing 138 damage Damage (radius 1) on hit: +15 fire When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +10 Changes stats: +3 Mag / +1 Wil / +1 Cun / +3 Con Changes resistances penetration: +13% all Reduces incoming crit damage: 15.00% One-handed war axes.  | 
 Emblem of Evasion =10 cun=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+10 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist.  | 
 hardened leather belt 'Gloomhunter' =32 sp 2 crit 20 mult=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+4 eff.) Changes stats: +2 Mag Changes damage: +9% darkness Critical mult.: +20.00% Physical save: +18 (+9 eff.) Mana each turn: +0.08 Spellpower: +30 (+6 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% A belt that goes around your waist.  | 
 rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
 Aerikira the Glitterveil (1 def, 0 armour) =3 lite=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 mind Changes stats: +3 Wil Changes resistances: +12% light / +3% temporal Mental save: +6 (+2 eff.) Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Eluna the Boltrain (2 def, 0 armour) =80 dieat 17 mult=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +28 (+14 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Critical mult.: +17.00% Stealth bonus: +8 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak 'Betheba' (8 def, 8 armour) =15 mana 20 mult=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Changes stats: +3 Wil Changes damage: +9% blight Critical mult.: +20.00% Physical save: +7 (+3 eff.) Mana when firing critical spell: +2.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.murderer's elven-silk cloak of the guardian (12 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +8 Armour: +9 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +15 (+7 eff.) Spell save: +19 (+6 eff.) Mental save: +17 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 spellcowled 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 stats: +2 Mag / +2 Wil Changes resistances: +12% darkness / +16% temporal Spell save: +6 (+2 eff.) Maximum mana: +40.00 Defense after a teleport: +19 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% 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.  | 
 stargazer's cashmere robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all Changes damage: +11% light / +17% darkness Mana each turn: +0.21 Maximum mana: +71.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stargazer's silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% all Changes damage: +15% darkness / +16% light / +13% all Spellpower: +18 (+3 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Icerace (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes stats: +7 Wil Changes resistances: +11% acid / +11% fire / +10% lightning / +20% cold Changes resistances penetration: +20% cold Changes damage: +6% light Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Spellpower: +30 (+6 eff.) 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.eldritch pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag / +3 Wil Mana each turn: +0.27 Maximum mana: +25.00 Spell crit. chance: +2% Movement speed: +25% A pair of boots made of leather.  | 
 pair of dwarven-steel boots 'Salodawe' (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +5% arcane Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 135% 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.  | 
 undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +14% darkness / +11% temporal Changes resistances penetration: +12% darkness / +11% temporal Silence immunity: +25% Confusion immunity: +27% Stun/Freeze immunity: +26% Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +31% Confusion immunity: +24% Stun/Freeze immunity: +23% A pair of boots made of leather.  | 
 Bethaminor the Shinequell (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+8 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): 5 fire Changes resistances: +6% light / +10% fire Changes damage: +15% blight / +4% fire / +6% light Physical save: +18 (+9 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +77% 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.  | 
 Marduroddadin the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 arcane Changes stats: +6 Mag / +4 Wil Changes resistances: +21% acid / +2% physical / +5% arcane Changes damage: +6% arcane Disease immunity: +20% Disarm immunity: +10% Confusion immunity: +20% Pinning immunity: +10% Spellpower: +11 (+2 eff.) 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.  | 
 Nimbushash the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): 11 temporal Damage (Ranged): 10 temporal Changes stats: +2 Cun / +2 Mag Changes resistances: +6% blight / +7% temporal / +6% light / +6% darkness Changes damage: +6% lightning / +3% temporal Mana each turn: +0.10 Spellpower: +7 (+1 eff.) Spell crit. chance: +3% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 93.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.  | 
 drakeskin leather gloves 'Sepsistyphoon' (0 def, 12 armour) =t4=Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +12 Effects on melee hit: * 20% chance to slow global speed by 54% Damage (Melee): 18 light / 11 physical Changes resistances: +8% light / +3% nature Changes damage: +20% light / +5% physical Physical save: +10 (+5 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +32% Light radius: +3 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.  | 
 Aeruldarivea the dwarven-steel helm (0 def, 4 armour) =9 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Dex / +3 Mag / +6 Wil / +9 Con Infravision radius: +3 See invisible: +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Chamirentir the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 arcane Changes stats: +4 Mag / +2 Wil / +6 Cun Mental save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower: +25 (+5 eff.) Damage Shield penetration: +30% A pointy cloth hat, very wizardly...  | 
 Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.  | 
 Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +3 Cun Changes damage: +11% blight / +5% arcane / +6% acid Spell save: +12 (+4 eff.) Maximum vim: +25.00 Spell crit. chance: +2% Mindpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 21% and all saves by 35, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.  | 
 Durythel the cashmere wizard hat (2 def, 0 armour) =3 lite=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +3 Str Changes resistances: +22% acid Changes damage: +15% acid Light radius: +3 Infravision radius: +3 See invisible: +12 A pointy cloth hat, very wizardly...  | 
 Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows.  | 
 This item will automatically be transmogrified when you leave the level.Mayara the hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances: +6% temporal / +6% light / +11% fire / +12% mind / +11% cold Changes resistances penetration: +15% acid / +10% mind Changes damage: +15% acid Reduces incoming crit damage: 15.00% Spell save: +18 (+6 eff.) A hat made of leather. Very stylish.  | 
 Poromina (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +1 Wil / +1 Cun / +6 Con Changes resistances: +6% fire / +10% cold Critical mult.: +10.00% Mindpower: +20 (+7 eff.) Infravision radius: +3 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.Sunonslaught the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% fire / +20% light / +10% cold Physical save: +18 (+9 eff.) Cut immunity: +20% Knockback immunity: +20% Light radius: +3 A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.drakeskin leather hat of knowledge (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Mindpower: +4 (+1 eff.) A hat made of leather. Very stylish.  | 
 eldritch cashmere wizard hat of madness (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Wil Mental save: +18 (+6 eff.) Mana each turn: +1.50 Mana when hit: +1.50 Maximum mana: +72.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Manaflow, 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 Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 eldritch linen wizard hat of the mind (+11%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% mind Changes damage: +11% mind Mana each turn: +0.70 Mana when hit: +0.90 Maximum mana: +45.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.grounding hardened leather cap of might (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +10% lightning / +7% temporal A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.leafwalker's hardened leather cap of constitution (+5) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Changes resistances: +10% nature Spell save: +5 (+1 eff.) Maximum life: +65.00 Healing mod.: +13% A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.miner's hardened leather hat of might (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +7 Fatigue: +3% Changes stats: +2 Str / +3 Con Infravision radius: +3 A hat made of leather. Very stylish.  | 
 miner's rough leather cap of the depths (0 def, 3 armour) =water=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +7% cold 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.stabilizing hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +13 (+6 eff.) Stamina when hit: +1.20 Equilibrium when hit: +1.50 A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.voratun helm 'Frostripper' (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +11 Wil Changes resistances: +11% blight / +9% temporal / +9% lightning Changes resistances penetration: +15% arcane / +15% cold Changes damage: +12% cold Mental save: +7 (+2 eff.) Mindpower: +5 (+2 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.dwarven-steel mail armour 'Demonweeper' (3 def, 21 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +5 Cun / +4 Wil Changes damage: +24% darkness Light radius: +3 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.enlightening stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +6 Wil Mental save: +16 (+5 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour of implacability (5 def, 17 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +3 Cun / +5 Wil Physical save: +9 (+4 eff.) Mental save: +16 (+5 eff.) A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of command (15 def, 16 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +15 (+7 eff.) Fatigue: +12% Changes stats: +4 Str / +2 Cun / +4 Con Mental save: +24 (+8 eff.) Maximum life: +56.00 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.cleansing reinforced leather armour of fire resistance (12 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 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: +14% blight / +18% fire / +14% nature A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour of temporal resistance (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +20% temporal / +14% light / +15% darkness A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.volcanic drakeskin leather armour of cold resistance (20 def, 18 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+10 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 8 fire Changes resistances: +12% physical / +30% fire / +28% cold A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Aerumiriathra the Oozetickler (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +2 Cun / +6 Wil Changes resistances: +19% blight / +22% darkness / +15% nature Changes damage: +6% mind / +6% nature Light radius: +5 See invisible: +9 A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.impervious voratun shield of the stars (0 def, 16 armour, 181% power, 251 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +251 Damage (Melee): +17 light / +14 darkness When wielded/worn: Armour: +16 Fatigue: +8% Changes stats: +7 Mag / +5 Cun / +6 Con Changes resistances: +13% light / +14% darkness Changes damage: +15% light / +15% darkness Talent granted: +1 Block Physical save: +9 (+4 eff.) Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.Kheloharadig the Floevice (19/19, 164% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 164% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +19.0% Capacity: 19 On weapon hit: * 20% chance to reduce all saves and defense by 27 On weapon crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 blight / +12 cold Damage (radius 2) on crit: +16 mind / +20 cold Arrows are used with bows to pierce your foes to death.  | 
 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 817 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.  | 
 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Gloombright (dig speed 23 turns) =65 hp 5 con=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Wil / +4 Cun / +5 Con Changes damage: +21% darkness Physical save: +11 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Maximum life: +65.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Layugawen (dig speed 17 turns) =rerollable=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +2 Str / +1 Wil / +6 Cun Changes resistances: +9% temporal / +10% nature / +3% darkness Changes damage: +7% nature Maximum psi: +10.00 Infravision radius: +5 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.  | 
 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Radherain the Scumbreacher =5 lite 55 mult 75 mana=Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +16.0% Physical power: +24 (+17 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +1 Str / +15 Wil Critical mult.: +55.00% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 Xayanne the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +1 Dex / +6 Wil / +4 Con Changes resistances: +11% blight / +2% physical Changes damage: +11% mind Life regen: +9.00 Stamina each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +5% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 25 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 piercing alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes resistances penetration: +8% all Maximum life: +51.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 void-walker's brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% blight / +6% temporal / +6% darkness / +6% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Infravision radius: +4 See invisible: +6 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 23 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 152% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots of disruption (17/19, 175% power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +14.0% Capacity: 19 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Damage against: +9% Unnatural Shots are used with slings to pummel your foes to death.  | 
 iron torque of mindblast [power 105]  (15/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers.  | 
 elm totem of stinging 'Kihad' [power 116]  (15/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 temporal Changes stats: +3 Cun Changes resistances penetration: +5% temporal Maximum hate: +4.00 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Aerevea the ash wand of lightning storm [power 212]  (15/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +3 Wil Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (231 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Aqua the Cornac Archmage level 37
52nd Regrowth 123rd year of Ascendancy at 01:39 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Aqua the Cornac Archmage level 36
9th Regrowth 123rd year of Ascendancy at 21:09 see stats
			Burnt to the ground (Insane (Roguelike) difficulty)
			Gave the staff of absorption to the apprentice mage and watched the fireworks.By Aqua the Cornac Archmage level 37
30th Regrowth 123rd year of Ascendancy at 20:29 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Aqua the Cornac Archmage level 36
13rd Regrowth 123rd year of Ascendancy at 10:13 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Aqua the Cornac Archmage level 35
8th Regrowth 123rd year of Ascendancy at 11:33 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Aqua the Cornac Archmage level 36
28th Regrowth 123rd year of Ascendancy at 19:42 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Aqua the Cornac Archmage level 24
47th Haze 122nd year of Ascendancy at 03:14 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Aqua the Cornac Archmage level 37
30th Regrowth 123rd year of Ascendancy at 13:31 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Aqua the Cornac Archmage level 28
63rd Haze 122nd year of Ascendancy at 18:31 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Aqua the Cornac Archmage level 10
11st Dusk 122nd year of Ascendancy at 16:20 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Aqua the Cornac Archmage level 20
3rd Haze 122nd year of Ascendancy at 09:03 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Aqua the Cornac Archmage level 30
75th Haze 122nd year of Ascendancy at 02:13 see stats
			Orbituary (Insane (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By Aqua the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 09:03 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Aqua the Cornac Archmage level 36
24th Regrowth 123rd year of Ascendancy at 17:35 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Aqua the Cornac Archmage level 21
25th Haze 122nd year of Ascendancy at 02:45 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Aqua the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 17:34 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Aqua the Cornac Archmage level 26
62nd Haze 122nd year of Ascendancy at 06:44 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Aqua the Cornac Archmage level 19
70th Dusk 122nd year of Ascendancy at 10:04 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Aqua the Cornac Archmage level 35
9th Regrowth 123rd year of Ascendancy at 07:59 see stats
Log
Aqua is poisoned!
Aqua starts to bleed.
Aqua's Time Prison is disrupted by her wounds!
Something hits Aqua for (22 flat reduction), (211 absorbed), 0 physical, (22 flat reduction), (78 absorbed), 0 physical (0 total damage).
Bleeding from Porekira the mountain troll hits Aqua for (22 flat reduction), (62 absorbed), 0 physical (0 total damage).
Deadly Poison from Porekira the mountain troll hits Aqua for (22 flat reduction), (11 absorbed), 0 nature (0 total damage).
Porekira the mountain troll uses Flurry.
Aqua's Teleport: Angolwen is disrupted by her wounds!
Porekira the mountain troll performs a melee critical strike against Aqua!
Aqua deactivates Disruption Shield.
Aqua's disruption shield collapses and then explodes in a powerful manastorm!
Aqua's spell attains critical power!
Aqua has their Glacial Vapour spell disrupted for for 3 turns!
Porekira the mountain troll performs a melee critical strike against Aqua!
Porekira the mountain troll performs a melee critical strike against Aqua!
Melee retaliation hits Porekira the mountain troll for (5 flat reduction), 0 lightning, (2 flat reduction), 0 temporal, (3 flat reduction), 0 light, (6 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (18 flat reduction), 0 fire, (5 flat reduction), 0 lightning, (2 flat reduction), 0 temporal, (3 flat reduction), 0 light, (6 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (18 flat reduction), 0 fire, (5 flat reduction), 0 lightning, (2 flat reduction), 0 temporal, (3 flat reduction), 0 light, (6 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (18 flat reduction), 0 fire, (5 flat reduction), 0 lightning, (2 flat reduction), 0 temporal, (3 flat reduction), 0 light, (6 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (18 flat reduction), 0 fire, (6 flat reduction), 0 lightning, (3 flat reduction), 0 temporal, (3 flat reduction), 0 light, (8 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (22 flat reduction), 0 fire, (6 flat reduction), 0 lightning, (3 flat reduction), 0 temporal, (3 flat reduction), 0 light, (8 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (22 flat reduction), 0 fire (0 total damage).
Phantasmal Shield hits Porekira the mountain troll for (28 flat reduction), 24 light (24 total damage).
Porekira the mountain troll hits Aqua for (22 flat reduction), (129 absorbed), 0 physical, (22 flat reduction), (90 absorbed), 0 physical, (22 flat reduction), (131 absorbed), (52 mana), 0 physical, (22 flat reduction), (277 absorbed), (277 mana), 0 physical, (22 flat reduction), 39 arcane, (22 flat reduction), 243 physical, (22 flat reduction), 188 physical, (22 flat reduction), 3 arcane (473 total damage).
Aqua's arcane area effect hits Porekira the mountain troll for (28 flat reduction), 22 arcane (22 total damage).
Porekira the mountain troll uses Venomous Strike.
Poison bursts out of Aqua's corpse!
Aqua's Ramming Bot is disrupted by her wounds!
Aqua is poisoned!
Aqua slows down.
Melee retaliation hits Porekira the mountain troll for (6 flat reduction), 0 lightning, (3 flat reduction), 0 temporal, (3 flat reduction), 0 light, (8 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (22 flat reduction), 0 fire, (6 flat reduction), 0 lightning, (3 flat reduction), 0 temporal, (3 flat reduction), 0 light, (8 flat reduction), 0 arcane, (2 flat reduction), 0 cold, (22 flat reduction), 0 fire (0 total damage).
Porekira the mountain troll hits Aqua for (22 flat reduction), 210 nature (210 total damage).
Aqua the level 39 cornac archmage was treehugged to death by Porekira the mountain troll on level 3 of Lost Dwarven Kingdom of Reknor.
You carry too much--you are encumbered!
Drop some of your items.

































































































































































