Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 | 
| Addons | Items Vault 1.2.0Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Shalore | 
| Class | Marauder | 
| Level / Exp | 50 / 2151% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 196 (base 65) | 
| Dexterity | 143 (base 60) | 
| Constitution | 109 (base 41) | 
| Magic | 36 (base 12) | 
| Willpower | 51 (base 13) | 
| Cunning | 97 (base 36) | 
Resources
| Life | 1334/1390 | 
| Mana | 479/479 | 
| Stamina | 259/260 | 
| Equilibrium | 20 | 
| Healing Factor | 1.49 | 
| Regeneration | 16.267144994955 | 
Speed
| Mental | +54.70429796523% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +99.999999999999% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| Infravision | 12 | 
| See Invisible | 5 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 333 | 
| Accuracy | 85 | 
| Crit Chance | 102% | 
| APR | 55 | 
| Speed | 0.65 | 
Offense: Offhand
| Damage | 224 | 
| Accuracy | 85 | 
| Crit Chance | 110% | 
| APR | 48 | 
| Speed | 0.65 | 
Offense: Spell
| Spellpower | 46.333333333333 | 
| Crit Chance | 55% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 56.166666666667 | 
| Crit Chance | 71% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | +7% | 
Defense: Base
| Armour (hardiness) | 64.96 (100%) | 
| Defense | 66.155765802802 | 
| Ranged Defense | 66.155765802802 | 
| Fatigue | 0 | 
| Physical Save | 65 | 
| Spell Save | 54.833333333333 | 
| Mental Save | 60.5125 | 
Defense: Resistances
| All | + 22%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 83% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 949 life over 5 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 846 damage for 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 12 turns. While Heroism is active, you will only die when reaching -1408 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1023% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Combat techniques | 1.60 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Bloodthirst | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
| Technique / Combat veteran | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
| Technique / Dual techniques | 1.50 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Battle tactics | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Combat training | 1.90 | 
  | 5/5 | 
  | 3/5 | 
  | 3/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Field control | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Thuggery | 1.60 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.30 | 
  | 0/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Precision | 
| talent | Daunting Presence | 
| talent | Secrets of the Eternals | 
| talent | Elemental Harmony | 
| talent | Premonition | 
| talent | Chant of Fortress | 
| talent | Momentum | 
| beneficial effect | Parrying melee attacks: Has a 33% chance to deflect up to 54 damage from the next 2.2 attack(s). Parrying | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
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 Charm Mastery (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)).  | done | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1469.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both.  | 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 within4 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat.  | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | Irun (0 def, 5 armour) Irun (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +5 Fatigue: +4% Effects on melee hit: * 45% chance to corrode armor Damage when hit (Melee): 4 arcane Changes stats: +8 Str / +8 Con Changes resistances: +5% arcane Changes resistances penetration: +5% acid / +15% physical / +15% lightning Changes damage: +6% acid Spellpower: +6 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 4.8 Power cost: 14 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source | Umbraphage =Main light= Umbraphage =Main light=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.  | 
| On head | Getorand (0 def, 5 armour) =Main= Getorand (0 def, 5 armour) =Main=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 Armour: +5 Fatigue: +3% Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +5 Con Changes resistances: +18% cold / +15% nature / +3% temporal Allows you to breathe in: water Critical mult.: +6.00% Spell save: +10 Maximum life: +110.00 Healing mod.: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands | Shimmerhunt the voratun gauntlets (0 def, 23 armour) Shimmerhunt the voratun gauntlets (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 Armour: +23 Armour Hardiness: +15% Damage (Melee): 11 nature Damage when hit (Melee): 20 lightning Changes stats: +9 Str / +5 Dex / +5 Cun / +15 Con Changes resistances: +10% nature / +12% physical Changes resistances penetration: +15% mind Changes damage: +10% nature / +3% mind Talent cooldown: Double Strike (-1 turn) Physical save: +11 When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +8 mind Burst (radius 2) on crit: +15 nature / +4 mind Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.  | 
| On fingers | Ring of the War Master =Ilike= Ring of the War Master =Ilike=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.  | 
| On fingers | Fogwyrd the voratun ring =Main ring= Fogwyrd the voratun ring =Main ring=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Physical power: +14 Effects on melee hit: * 45% chance to blind Changes stats: +10 Str / +8 Dex / +10 Cun / +10 Con Changes resistances: +23% light Changes resistances penetration: +15% light Changes damage: +20% light / +24% darkness Stun/Freeze immunity: +50% Life regen: +4.80 Rings can have magical properties.  | 
| Around neck | Mirewar =Main= Mirewar =Main=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Str / +19 Dex / +10 Wil / +8 Cun / +9 Con Changes resistances: +9% fire / +28% mind / +6% nature Changes damage: +6% nature / +15% acid Spell save: +27 Confusion immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties.  | 
| In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) =main damage= Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) =main damage=Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale.  | 
| Around waist | AnotherMageitemAndIllStabyaInTheEye AnotherMageitemAndIllStabyaInTheEyePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 47% chance to corrode armor Damage when hit (Melee): 4 acid Changes stats: +18 Dex / +18 Cun / +20 Lck Changes resistances: +15% acid Changes resistances penetration: +15% acid Trap disarming bonus: +52 Stealth bonus: +30 Mental save: +15 Spellpower: +11 Mental crit. chance: +15% Infravision radius: +12 A belt that goes around your waist.  | 
| In off hand | Mercy (35-45.5 power, 9 apr) =Main dagger= Mercy (35-45.5 power, 9 apr) =Main dagger=Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened.  | 
| Cloak | cashmere cloak 'Silybrewyn' (12 def, 0 armour) =Main cloak= cashmere cloak 'Silybrewyn' (12 def, 0 armour) =Main cloak=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 Physical power: +8 Defense: +12 Fatigue: -2% Changes stats: +3 Str / +8 Dex / +3 Cun / +3 Con Changes damage: +3% physical Talent mastery: +0.30 Technique / Combat training Physical save: +7 Spell save: -15 Stamina each turn: +0.90 Mana each turn: -0.24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | Unlightgrinder (9 def, 16 armour) =Main armor= Unlightgrinder (9 def, 16 armour) =Main armor=Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 Armour: +16 Defense: +9 Fatigue: +26% Damage when hit (Melee): 4 darkness Changes stats: +15 Str / +8 Mag / +17 Wil / +5 Cun / +7 Con Changes resistances: +19% lightning / +2% physical Critical mult.: +6.00% Maximum encumbrance: +20 Mental save: +25 Life regen: +0.80 Maximum life: +100.00 Spellpower: +19 Spell crit. chance: +9% Mindpower: +24 Mental crit. chance: +10% Healing mod.: +10% A suit of armour made of metal plates.  | 
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved.  | 
heroism infusion of the warrior (+35 for 12 turns, die at -1345) heroism infusion of the warrior (+35 for 12 turns, die at -1345)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 12 turns. While Heroism is active, you will only die when reaching -1345 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability.  | 
movement infusion of the duelist (856% speed; 7 turns) movement infusion of the duelist (856% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
movement infusion of the duelist (899% speed; 7 turns) movement infusion of the duelist (899% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 899% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
regeneration infusion of the titan (heal 752 over 5 turns) regeneration infusion of the titan (heal 752 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 752 life over 5 turns. Its effects scale with your Constitution 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 ability.  | 
wild infusion of the duelist (resist 44%; cure mental, physical) wild infusion of the duelist (resist 44%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 44% for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
wild infusion of the titan (resist 36%; cure magical, physical) wild infusion of the titan (resist 36%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 36% for 6 turns. Its effects scale with your Constitution 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 ability.  | 
wild infusion of the warrior (resist 41%; cure mental, magical) wild infusion of the warrior (resist 41%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 41% for 6 turns. 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 ability.  | 
wild infusion of the wizard (resist 20%; cure magical, mental) wild infusion of the wizard (resist 20%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 20% for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy.  | 
Rune of Reflection (absorb and reflect 280 for 5 turns) Rune of Reflection (absorb and reflect 280 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune.  | 
controlled phase door rune of the sneak (range 14) controlled phase door rune of the sneak (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Cunning 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 ability.  | 
shielding rune of the psychic (absorb 591 for 5 turns) shielding rune of the psychic (absorb 591 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 591 damage for 5 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 ability.  | 
shielding rune of the titan (absorb 731 for 7 turns) shielding rune of the titan (absorb 731 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 731 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
Choker of Dread =dlindness summon= Choker of Dread =dlindness summon=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 33 power out of 60/60. The evilness of undeath radiates from this amulet.  | 
Earthen Beads =Healy= Earthen Beads =Healy=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 22 power out of 40/40) : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 283 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.  | 
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.2 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 462.65 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.  | 
Layata the Coalkill Layata the CoalkillPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 blight Changes resistances: +3% darkness Changes damage: +27% darkness Teleport immunity: +50% It can be used to teleports you randomly (rad 48), placing all other charms into a 9 cooldown. Amulets can have magical properties.  | 
Withering Orbs =stealth= Withering Orbs =stealth=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
clarifying gold amulet of healing clarifying gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Cut immunity: +60% Confusion immunity: +21% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
restful stralite amulet of teleportation restful stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Teleport immunity: +50% Life regen: +3.40 It can be used to teleports you randomly (rad 52), placing all other charms into a 9 cooldown. Amulets can have magical properties.  | 
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties.  | 
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties.  | 
voratun amulet 'Lelyleg' =FC M track= voratun amulet 'Lelyleg' =FC M track=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 Armour penetration: +2 Damage (Melee): 13 light / 14 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 12% chance to blind Changes resistances penetration: +15% arcane Changes damage: +14% light / +13% darkness Talent masteries: +0.40 Technique / Field control +0.40 Technique / Mobility Blindness immunity: +38% Mana when firing critical spell: +1.00 Maximum stamina: +15.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties.  | 
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
Bethyta =hp= Bethyta =hp=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +6% acid / +6% temporal / +14% blight / +12% nature / +5% arcane Changes damage: +9% acid / +3% temporal Poison immunity: +26% Disease immunity: +29% Disarm immunity: +43% Pinning immunity: +37% Knockback immunity: +43% Life regen: +1.70 Maximum life: +125.00 Healing mod.: +28% Rings can have magical properties.  | 
Porith the gold ring Porith the gold ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 Fatigue: -4% Effects on melee hit: * 30 arcane resource burn Changes stats: +8 Str / +8 Con Changes resistances: +9% temporal / +6% nature / +5% arcane Disarm immunity: +30% Pinning immunity: +38% Stun/Freeze immunity: +38% Knockback immunity: +38% Life regen: +3.20 Maximum life: +38.00 Rings can have magical properties.  | 
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 Armour penetration: +13 Defense: +13 Changes stats: +8 Cun / +8 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties.  | 
sneakthief's steel ring of misery sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 Effects on melee hit: * 10% chance to cause random insanity Damage (Melee): 10 bleed Effects on ranged hit: * 11% chance to cause random insanity Damage (Ranged): 7 bleed Changes stats: +7 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties.  | 
titan's voratun ring of the mountain (+17%) titan's voratun ring of the mountain (+17%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +17% physical Changes damage: +17% physical Physical save: +20 Rings can have magical properties.  | 
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties.  | 
voratun ring 'Chargevice' voratun ring 'Chargevice'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 16 lightning Changes stats: +10 Cun / +9 Dex Changes resistances: +3% blight / +3% temporal / +3% nature / +6% darkness Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +6% fire Rings can have magical properties.  | 
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 31 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it.  | 
voratun dagger 'Morningenvy' (48.5-63.05 power, 9 apr) =light= voratun dagger 'Morningenvy' (48.5-63.05 power, 9 apr) =light=Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +13 temporal / +12 nature / +8 light When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +12% mind / +10% darkness Maximum psi: +30.00 Light radius: +3 Sharp, short and deadly.  | 
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 11 power out of 20/20) : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.  | 
Everpyre Blade (38-53.2 power, 10 apr) =fire= Everpyre Blade (38-53.2 power, 10 apr) =fire=Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 380.86 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder.  | 
Punae's Blade (46-64.4 power, 4 apr) =main= Punae's Blade (46-64.4 power, 4 apr) =main=Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement.  | 
Wintertide (39-54.6 power, 10 apr) =cold= Wintertide (39-54.6 power, 10 apr) =cold=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands, dealing cold damage to your enemies each turn and reducing their turn energy by 20%. Melee attacks will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to intensify your winter storm creating unbreakable ice walls in each space, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.  | 
quick voratun longsword of nature (42.5-59.5 power, 6 apr) quick voratun longsword of nature (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +15 Changes stats: +7 Dex Changes resistances: +10% all Changes resistances penetration: +15% nature Sharp, long, and deadly.  | 
Plaguebiter the voratun mace (47-65.8 power, 6 apr) Plaguebiter the voratun mace (47-65.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Accuracy: +15 Effects on melee hit: * Slows global speed by 45% * 30% chance to corrode armor Damage when hit (Melee): 4 acid Changes stats: +7 Dex Changes resistances penetration: +17% acid / +14% cold / +17% fire / +33% nature / +17% lightning Changes damage: +6% acid / +6% arcane Blunt and deadly.  | 
Ureslak's Starry Femur (52-72.8 power, 5 apr) =test this un= Ureslak's Starry Femur (52-72.8 power, 5 apr) =test this un=Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Blinding darkness Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers When wielded/worn: Changes resistances: +45% darkness Changes resistances penetration: +30% darkness Changes damage: +30% darkness Physical save: +15 Spell save: +15 Mental save: +15 A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature.  | 
Zystir the Rotwrither (45-63 power, 6 apr) Zystir the Rotwrither (45-63 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Effects on melee hit: * Slows global speed by 54% Damage when hit (Melee): 12 nature Changes stats: +5 Str Changes resistances: +6% nature / +12% fire Changes resistances penetration: +10% fire Changes damage: +15% physical / +12% nature / +6% arcane Stamina when hit: +2.00 Blunt and deadly.  | 
Blackenvy (7.5-8.25 power, 24 apr, nature damage) Blackenvy (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances: +5% nature / +3% darkness Changes resistances penetration: +4% nature Changes damage: +4% nature Talent mastery: +0.20 Wild-gift / Harmony Mental save: +4 Equilibrium when hit: +0.70 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum psi: +20.00 Mindpower: +3 Mental crit. chance: +7% Light radius: +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.  | 
Nithan's Force =main sling= Nithan's Force =main sling=Requires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 213.95 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance...  | 
Soot's kiss the drakeskin leather sling Soot's kiss the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical power: +15 Changes stats: +7 Str Changes resistances: +3% mind Changes resistances penetration: +20% darkness Changes damage: +12% darkness Slings are used to hurl stones or metal shots at your foes.  | 
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 108 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
Elyth the Umbrapulverizer (38.5-53.9 power, 6 apr) =Meffect removal= Elyth the Umbrapulverizer (38.5-53.9 power, 6 apr) =Meffect removal=Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% * 25% chance to remove a magical effect Damage (Melee): +58 insidious poison / +17 nature When wielded/worn: Damage when hit (Melee): 20 nature slow Changes damage: +12% darkness Critical mult.: +10.00% Spell save: +6 Mental save: +6 Hate when firing a critical mind attack: +2.00 Spell crit. chance: +8% One-handed war axes.  | 
Horak the hardened leather belt =main belt= Horak the hardened leather belt =main belt=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes stats: +5 Str / +5 Dex / +7 Wil / +5 Cun Changes resistances: +3% lightning / +9% darkness Physical save: +16 Spell save: +19 Mental save: +16 Stun/Freeze immunity: +25% A belt that goes around your waist.  | 
Rope Belt of the Thaloren =Harmony= Rope Belt of the Thaloren =Harmony=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.  | 
noble's drakeskin leather belt of unlife noble's drakeskin leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +14% blight Reduced damage from: +44% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
Malyyadan the Fogwrecker (3 def, 0 armour) Malyyadan the Fogwrecker (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +2 Str / +4 Dex / +6 Mag / +13 Wil / +10 Cun Changes resistances: +9% darkness / +9% blight Changes damage: +9% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Spell crit. chance: +8% Mental crit. chance: +7% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Serpentine Cloak (10 def, 0 armour) =jumpy= Serpentine Cloak (10 def, 0 armour) =jumpy=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 10 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak.  | 
cashmere cloak 'Cinderspitter' (2 def, 0 armour) cashmere cloak 'Cinderspitter' (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 27 fire / 8 temporal Changes stats: +4 Str / +5 Mag / +5 Wil / +4 Con Changes resistances: +3% temporal Changes resistances penetration: +15% nature / +10% fire Changes damage: +6% fire / +6% temporal Physical save: +11 Maximum life: +126.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
marshal's elven-silk cloak (3 def, 0 armour) =hp= marshal's elven-silk cloak (3 def, 0 armour) =hp=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Str / +4 Con Physical save: +11 Maximum life: +104.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Starransom (7 def, 5 armour) =main feet= Starransom (7 def, 5 armour) =main feet=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 Ranged Defense: +10 Fatigue: +5% Effects on melee hit: * 40% chance to blind Changes stats: +2 Str / +5 Cun / +7 Con Changes resistances: +6% lightning / +2% physical Physical save: +18 Mental save: +20 Teleport immunity: +10% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.6 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
pair of drakeskin leather boots of speed (0 def, 5 armour) =20% speed= pair of drakeskin leather boots of speed (0 def, 5 armour) =20% speed=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Movement speed: +20% A pair of boots made of leather.  | 
pair of hardened leather boots 'Fulelalen' (23 def, 3 armour) pair of hardened leather boots 'Fulelalen' (23 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +23 Ranged Defense: +4 Fatigue: -3% Changes stats: +1 Mag / +3 Wil / +1 Cun Changes resistances penetration: +5% acid Changes damage: +3% acid Stamina each turn: +0.50 Maximum life: +39.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 65 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather.  | 
Dakhtun's Gauntlets (0 def, 6 armour) =Main 2= Dakhtun's Gauntlets (0 def, 6 armour) =Main 2=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
Ivodarin the Cystwitch (0 def, 3 armour) Ivodarin the Cystwitch (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +15 Armour: +3 Effects on melee hit: * 24% chance to cause random insanity Damage (Melee): 10 acid / 40 darkness / 10 lightning / 7 cold / 37 mind / 10 fire Damage when hit (Melee): 8 lightning Changes stats: +9 Dex / +4 Mag / +5 Wil / +8 Cun Changes resistances: +6% lightning Changes resistances penetration: +5% nature Changes damage: +15% nature / +3% acid Mental save: -7 Mindpower: +8 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * Slows global speed by 20% * 54% chance to daze Damage (Melee): +18 ice / +28 lightning / +29 fire / +29 acid Burst (radius 2) on crit: +8 lightning Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm.  | 
Offalrune (0 def, 3 armour) =disperse= Offalrune (0 def, 3 armour) =disperse=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 light / 11 arcane Damage when hit (Melee): 8 nature Changes stats: +13 Mag / +6 Wil / +5 Cun Changes resistances: +19% light / +9% darkness / +7% arcane Changes damage: +11% light / +3% nature Infravision radius: +2 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * Slows global speed by 40% * 11% chance to blind Damage (Melee): +21 arcane Burst (radius 2) on crit: +23 light / +50 darkness / +4 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm.  | 
drakeskin leather gloves 'Glarebone' (0 def, 3 armour) =main hands= drakeskin leather gloves 'Glarebone' (0 def, 3 armour) =main hands=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +12 Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 4 acid / 9 fire / 7 cold / 10 lightning Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +4 Mag / +5 Wil / +7 Cun Changes resistances: +5% arcane Changes damage: +9% light Critical mult.: +9.00% Spell crit. chance: +14% Mental crit. chance: +18% Light radius: +2 When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +11 Physical crit. chance: +16.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to blind Damage (Melee): +16 ice / +21 acid / +29 fire / +7 lightning Burst (radius 1) on hit: +4 arcane It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Mag / +10 Con Changes damage: +19% arcane Life regen: +6.00 Damage Shield Power: +12% It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 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 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 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...  | 
bladed voratun helm of blood magic (0 def, 5 armour) bladed voratun helm of blood magic (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +2 Str / +7 Mag / +5 Wil Changes damage: +17% blight / +20% arcane Spell crit. chance: +5% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1497.6 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
catburglar's voratun helm of might (0 def, 5 armour) catburglar's voratun helm of might (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Dex / +5 Con Changes resistances: +21% darkness Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
dwarven-steel helm 'Vorotira' (0 def, 4 armour) =battel cry= dwarven-steel helm 'Vorotira' (0 def, 4 armour) =battel cry=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +2 Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +5 Con Changes resistances: +5% arcane Physical save: +10 Mental save: +10 Only die when reaching: -20.00 life It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.6 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
eldritch cashmere wizard hat of decomposition (2 def, 0 armour) =mana= eldritch cashmere wizard hat of decomposition (2 def, 0 armour) =mana=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +4% lightning / +5% temporal / +4% light / +5% fire / +3% nature / +4% acid / +4% blight / +3% cold / +4% darkness Mana each turn: +1.00 Mana when hit: +1.00 Maximum mana: +52.00 Spellpower: +6 It can be used to activate talent Manaflow, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
drakeskin leather armour 'Glorigatira' (32 def, 18 armour) =20% speed= drakeskin leather armour 'Glorigatira' (32 def, 18 armour) =20% speed=Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +32 Ranged Defense: +13 Fatigue: +8% Effects on melee hit: * Slows global speed by 30% * 40 arcane resource burn Damage when hit (Melee): 12 light Changes stats: +5 Dex / +4 Wil / +5 Cun Changes resistances: +20% blight / +3% cold / +10% darkness / +6% fire Spell save: +25 Mental save: +17 Light radius: +2 Movement speed: +20% A suit of armour made of leather.  | 
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain.  | 
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen.  | 
sentry's quiver of dragonbone arrows of amnesia (49/49, 63-88.2 power, 23 apr) sentry's quiver of dragonbone arrows of amnesia (49/49, 63-88.2 power, 23 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 63.0 - 88.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +3.0% Capacity: 49 Turns elapse between self-loadings: 2 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death.  | 
agate 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 Gems can be sold for money or used in arcane rituals.  | 
726 alchemist agate 726 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.  | 
onyx 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 Gems can be sold for money or used in arcane rituals.  | 
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals.  | 
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals.  | 
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals.  | 
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
Rungof's Fang =tele critter= Rungof's Fang =tele critter=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
2 emerald 2 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 Gems can be sold for money or used in arcane rituals.  | 
13 jade 13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals.  | 
11 turquoise 11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals.  | 
Blindgrind BlindgrindPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 20 fire Changes resistances: +7% fire Physical save: +18 Spell save: +25 Mental save: +29 Cut immunity: +10% Light radius: +4 See stealth: +18 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 44 power out of 150/150) : Effective talent level: 4.0 Power cost: 44 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 24.69 cold damage and 28.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.  | 
Eternity's Counter =16% speed= Eternity's Counter =16% speed=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 11 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you.  | 
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 10 power out of 35/35) : Effective talent level: 2.6 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it.  | 
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.  | 
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch.  | 
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot.  | 
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull.  | 
65 alchemist bloodstone 65 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals.  | 
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals.  | 
10 fire opal 10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals.  | 
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals.  | 
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals.  | 
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 110 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.  | 
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom.  | 
Transmogrification Chest 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), costing 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.  | 
elemental pouch of voratun shots of amnesia (19/19, 55-66 power, 6 apr) elemental pouch of voratun shots of amnesia (19/19, 55-66 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death.  | 
pouch of voratun shots 'Velinn' (21/21, 50-60 power, 6 apr) pouch of voratun shots 'Velinn' (21/21, 50-60 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 50.0 - 60.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * 40% chance to gain 10% of a turn Damage (Ranged): +46 insidious poison / +4 temporal Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 arcane Shots are used with slings to pummel your foes to death.  | 
Blastobeisance the dwarven-steel torque of clear mind [power 2]  (6 cooldown) =mental= Blastobeisance the dwarven-steel torque of clear mind [power 2]  (6 cooldown) =mental=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes damage: +15% lightning Grants telepathy: Humanoid/Orc It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers.  | 
Sunwild [power 4]  (6 cooldown) Sunwild [power 4]  (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 16 light Changes resistances penetration: +10% temporal Changes damage: +12% light / +12% temporal It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers.  | 
Xudhema the stralite torque of psychoportation [power 72]  (23 cooldown) =jumpy= Xudhema the stralite torque of psychoportation [power 72]  (23 cooldown) =jumpy=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +2 Physical power: +6 Changes stats: +2 Con Changes resistances: +9% acid Changes damage: +3% acid / +6% physical Maximum stamina: +25.00 It can be used to teleport randomly (rad 72), placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers.  | 
stralite torque of psychoportation 'Emelewyn' [power 49]  (17 cooldown) stralite torque of psychoportation 'Emelewyn' [power 49]  (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Cun / +2 Mag Reduces incoming crit damage: 5.00% Blindness immunity: +10% Cut immunity: +10% Silence immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +5% It can be used to teleport randomly (rad 49), placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers.  | 
Betholdamira [power 69]  (11 cooldown) =claws= Betholdamira [power 69]  (11 cooldown) =claws=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% arcane / +1% physical Talent granted: +5 Rushing Claws Reduces incoming crit damage: 10.00% Spell save: +3 Mental save: +6 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power.  | 
Silurawyn the Deepswend [power 69]  (11 cooldown) Silurawyn the Deepswend [power 69]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn * 45% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes resistances penetration: +10% darkness / +10% temporal It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power.  | 
Tree of Life =Gives me wood= Tree of Life =Gives me wood=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
dragonbone totem of healing 'Yvetira' [power 262]  (11 cooldown) =EQ heal= dragonbone totem of healing 'Yvetira' [power 262]  (11 cooldown) =EQ heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +8 Changes stats: +2 Cun / +2 Str Mindpower: +6 Mental crit. chance: +2% It can be used to heal the target for 262, placing all other charms into a 11 cooldown. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power.  | 
amethyst 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% Gems can be sold for money or used in arcane rituals.  | 
Armudin [power 16]  (6 cooldown) =Find ya= Armudin [power 16]  (6 cooldown) =Find ya=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +1% physical Changes damage: +15% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +3 Strike Disarm immunity: +10% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Brenotir [power 125]  (9 cooldown) Brenotir [power 125]  (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +12% darkness / +6% mind Talent granted: +5 Strike Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 It can be used to try to disarm traps in a line (disarm power 125), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Chandil the elven-wood wand of conjuration [power 385]  (6 cooldown) Chandil the elven-wood wand of conjuration [power 385]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +4 Fatigue: -6% Talent granted: +3 Strike Critical mult.: +9.00% Stamina each turn: +0.20 Healing mod.: +5% It can be used to fire a bolt of a random element (dam 192-385), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 19 power out of 35/35. This gold-tipped wand shines with an unnatural sheen.  | 
shadowy dragonbone wand of trap destruction [power 112]  (9 cooldown) shadowy dragonbone wand of trap destruction [power 112]  (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to try to disarm traps in a line (disarm power 112), placing all other charms into a 9 cooldown. When used: 100% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
supercharged dragonbone wand of trap destruction [power 135]  (11 cooldown) =trap= supercharged dragonbone wand of trap destruction [power 135]  (11 cooldown) =trap=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to try to disarm traps in a line (disarm power 135), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Burning Star =Mapy= Burning Star =Mapy=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals.  | 
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals.  | 
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals.  | 
quartz 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% Gems can be sold for money or used in arcane rituals.  | 
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals.  | 
ametrine 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% Gems can be sold for money or used in arcane rituals.  | 
zircon 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 Gems can be sold for money or used in arcane rituals.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Idie the Shalore Marauder level 33
4th Flare 123rd year of Ascendancy at 10:07 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Idie the Shalore Marauder level 24
34th Pyre 123rd year of Ascendancy at 22:14 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Idie the Shalore Marauder level 32
2nd Flare 123rd year of Ascendancy at 14:35 see stats
			Anti-Antimagic! (Insane (Roguelike) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Idie the Shalore Marauder level 48
68th Pyre 124th year of Ascendancy at 06:14 see stats
			Arachnophobia (Insane (Roguelike) difficulty)
			Destroyed the spydric menace.By Idie the Shalore Marauder level 39
76th Dusk 123rd year of Ascendancy at 19:31 see stats
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Idie the Shalore Marauder level 42
75th Haze 123rd year of Ascendancy at 09:40 see stats
			Atamathoned! (Insane (Roguelike) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.By Idie the Shalore Marauder level 50
26th Haze 124th year of Ascendancy at 14:13 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Idie the Shalore Marauder level 50
5th Flare 124th year of Ascendancy at 13:51 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Idie the Shalore Marauder level 37
69th Dusk 123rd year of Ascendancy at 07:16 see stats
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Idie the Shalore Marauder level 18
9th Allure 123rd year of Ascendancy at 13:21 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Idie the Shalore Marauder level 5
10th Haze 122nd year of Ascendancy at 07:16 see stats
			Destroyer of the creation (Insane (Roguelike) difficulty)
			Killed Slasul.By Idie the Shalore Marauder level 40
71st Haze 123rd year of Ascendancy at 03:09 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Idie the Shalore Marauder level 36
60th Dusk 123rd year of Ascendancy at 02:02 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Idie the Shalore Marauder level 40
66th Haze 123rd year of Ascendancy at 04:04 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Idie the Shalore Marauder level 23
79th Regrowth 123rd year of Ascendancy at 12:41 see stats
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Idie the Shalore Marauder level 50
19th Haze 124th year of Ascendancy at 20:46 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Idie the Shalore Marauder level 20
57th Regrowth 123rd year of Ascendancy at 02:56 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Idie the Shalore Marauder level 33
30th Dusk 123rd year of Ascendancy at 08:06 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Idie the Shalore Marauder level 25
50th Pyre 123rd year of Ascendancy at 16:51 see stats
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Idie the Shalore Marauder level 50
14th Haze 124th year of Ascendancy at 08:24 see stats
			Flooder (Insane (Roguelike) difficulty)
			Defeated Ukllmswwik while doing his own quest.By Idie the Shalore Marauder level 41
71st Haze 123rd year of Ascendancy at 07:08 see stats
			Guiding Hand (Insane (Roguelike) difficulty)
			Saved all escorted adventurers.By Idie the Shalore Marauder level 35
55th Dusk 123rd year of Ascendancy at 14:02 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Idie the Shalore Marauder level 24
34th Pyre 123rd year of Ascendancy at 22:39 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Idie the Shalore Marauder level 10
44th Haze 122nd year of Ascendancy at 14:23 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Idie the Shalore Marauder level 20
45th Regrowth 123rd year of Ascendancy at 09:37 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Idie the Shalore Marauder level 30
6th Mirth 123rd year of Ascendancy at 20:02 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Idie the Shalore Marauder level 40
65th Haze 123rd year of Ascendancy at 02:49 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Idie the Shalore Marauder level 50
4th Flare 124th year of Ascendancy at 11:27 see stats
			Oozemancer (Insane (Roguelike) difficulty)
			Destroyed the corrupted oozemancer.By Idie the Shalore Marauder level 47
51st Regrowth 124th year of Ascendancy at 01:07 see stats
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Idie the Shalore Marauder level 50
42nd Dusk 124th year of Ascendancy at 12:38 see stats
			Pest Control (Insane (Roguelike) difficulty)
			Killed 1000 reproducing vermin.By Idie the Shalore Marauder level 50
26th Dusk 124th year of Ascendancy at 19:49 see stats
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Idie the Shalore Marauder level 50
48th Dusk 124th year of Ascendancy at 13:34 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Idie the Shalore Marauder level 19
15th Regrowth 123rd year of Ascendancy at 07:13 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Idie the Shalore Marauder level 50
6th Flare 124th year of Ascendancy at 10:07 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Idie the Shalore Marauder level 29
6th Mirth 123rd year of Ascendancy at 10:21 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Idie the Shalore Marauder level 36
65th Dusk 123rd year of Ascendancy at 11:19 see stats
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Idie the Shalore Marauder level 50
19th Haze 124th year of Ascendancy at 20:45 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Idie the Shalore Marauder level 26
60th Pyre 123rd year of Ascendancy at 01:57 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Idie the Shalore Marauder level 9
34th Haze 122nd year of Ascendancy at 16:14 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Idie the Shalore Marauder level 24
34th Pyre 123rd year of Ascendancy at 22:14 see stats
			The Rat Lich (Insane (Roguelike) difficulty)
			Killed the terrible Rat Lich.By Idie the Shalore Marauder level 23
80th Regrowth 123rd year of Ascendancy at 09:06 see stats
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Idie the Shalore Marauder level 33
12nd Dusk 123rd year of Ascendancy at 04:12 see stats
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By Idie the Shalore Marauder level 50
19th Haze 124th year of Ascendancy at 20:46 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Idie the Shalore Marauder level 50
14th Haze 124th year of Ascendancy at 21:21 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Idie the Shalore Marauder level 12
62nd Haze 122nd year of Ascendancy at 05:23 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Idie the Shalore Marauder level 43
1st Wintertide 124th year of Ascendancy at 22:40 see stats
			Thralless (Insane (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Idie the Shalore Marauder level 33
11st Dusk 123rd year of Ascendancy at 18:24 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Idie the Shalore Marauder level 27
62nd Pyre 123rd year of Ascendancy at 15:35 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Idie the Shalore Marauder level 20
45th Regrowth 123rd year of Ascendancy at 13:08 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Idie the Shalore Marauder level 31
2nd Summertide 123rd year of Ascendancy at 15:28 see stats
Log
Talent Grace of the Eternals is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Today is the 27th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 28th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
There is a Elvala (Town) here (press '' or right click to use).
Talent Momentum is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.
Idie wears(replacing): Getorand (0 def, 5 armour) =Main=.
Idie activates Momentum.
Idie wears(replacing): Honeywood Chalice.
