Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 | 
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Necromancy+ 1.3.1Features:  Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences.  Categories: Karma Life Giver Ghosts Dawn Justice Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers.Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support: 
 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Cursed | 
| Level / Exp | 42 / 46% | 
| Size | medium | 
| Lifes / Deaths | Killed by Elanne the sandworm destroyer at level 12 on the 13rd Dusk 122nd year of Ascendancy at 14:502 / 5 Killed by ghostly berserker at level 29 on the 50th Haze 122nd year of Ascendancy at 03:11 Killed by Shasshhiy'Kaish at level 32 on the 60th Haze 122nd year of Ascendancy at 12:10 Killed by Massok the Dragonslayer at level 37 on the 51st Regrowth 123rd year of Ascendancy at 15:09 Killed by Aduyatira the orc summoner at level 42 on the 27th Pyre 123rd year of Ascendancy at 19:02 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 89 (base 61) | 
| Dexterity | 48 (base 19) | 
| Constitution | 52 (base 25) | 
| Magic | 21 (base 11) | 
| Willpower | 122 (base 63) | 
| Cunning | 46 (base 42) | 
Resources
| Life | 1090/1090 | 
| Hate | 100/100 | 
| Equilibrium | 0 | 
| Healing Factor | 1.1360670945927 | 
| Regeneration | 0.28401677364817 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -60% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 3 | 
| See Invisible | 16 | 
Offense: Mainhand
| Damage | 155 | 
| Accuracy | 51 | 
| Crit Chance | 24% | 
| APR | 25 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 6.75 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 63.45 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | +17% | 
Defense: Base
| Armour (hardiness) | 51.2 (93.924050632911%) | 
| Defense | 34.15 | 
| Ranged Defense | 41.433333333333 | 
| Fatigue | 53 | 
| Physical Save | 43.783333333333 | 
| Spell Save | 51.016666666667 | 
| Mental Save | 47.266666666667 | 
Defense: Resistances
| All | + 10%( 70%) | 
Defense: Immunities
| Stun Resistance | 78% | 
| Confusion Resistance | 82% | 
| Fear Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 50% | 
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 326 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 588 life over 5 turns. Its effects scale with your Willpower stat. | 
Class Talents
| Cursed / Gloom | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cursed / Predator | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Rampage | 1.00 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cursed / Strife | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| Cursed / Endless hunt | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cursed / Slaughter | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Antimagic | 1.10 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| beneficial effect | You feel your grip on reality slipping.Curse of Madness (power 2.0) Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. | 
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / orc with 100% effectiveness. Kills: 6 / 179 kills, Damage: +6% / +15%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 4.0% / 10.0%Predator | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
| beneficial effect | Horrible visions fill your mind.Curse of Nightmares (power 4.0): 0% Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. | 
| beneficial effect | An aura of death surrounds you.Curse of Corpses (power 2.0) Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. | 
| beneficial effect | The target is mimicking a previous victim. (+1 Strength, +0 Dexterity, +2 Magic, +2 Willpower, +1 Cunning, +1 Constitution)Mimic | 
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn.Cursed Form | 
| beneficial effect | A shroud of darkness seems to fall across your path.Curse of Shrouds (power 7.0) Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 16%) for 4 turns. Power 1+: Nightwalker: +28 Darkness Resistance, +14% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 30% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 30% for 3 turns. | 
| beneficial effect | Mayhem and destruction seem to follow you.Curse of Misfortune (power 2.0) Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On 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 task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 again You 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 gave the Orb of Many Ways to Tannen to study while you 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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell.Escort: lone alchemist (level 2 of Dreadfell) As a reward you improved spell save by +4. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.Escort: lone alchemist (level 3 of Trollmire) As a reward you improved Dexterity by +2. | done | 
| You failed to protect the lone alchemist from death by emperor wight.Escort: lone alchemist (level 4 of Dreadfell) | failed | 
| You failed to protect the lost anorithil from death by armoured skeleton warrior.Escort: lost anorithil (level 1 of Dreadfell) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.Escort: lost warrior (level 3 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair.Escort: lost warrior (level 3 of Norgos Lair) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You failed to protect the lost warrior from death by elder vampire.Escort: lost warrior (level 7 of Dreadfell) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| You have begun to look for a way to overcome the curse that afflicts you.Keepsake You have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 Orc Find 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With 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: 313. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed vial of squid ink. * You've found the needed pouch of faeros ash. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed vial of fire wyrm saliva. * You've found the needed length of troll intestine. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| 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 | 
Equipment
| On feet | blood-soaked pair of drakeskin leather boots of strife (Shrouds) (0 def, 5 armour)blood-soaked pair of drakeskin leather boots of strife (Shrouds) (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +6% physical Mindpower: +6 (+1 eff.) Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
| Light source | nightwalker's alchemist's lamp of the zealotnightwalker's alchemist's lamp of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +7 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head | Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Steel Helm of Garkul (Nightmares) (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
| On hands | polar dwarven-steel gauntlets of dexterity (+2) (Shrouds) (0 def, 2 armour)polar dwarven-steel gauntlets of dexterity (+2) (Shrouds) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Damage (Melee): 7 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes damage: +5% cold Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool | The Guardian's TotemThe Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call an antimagic pillar for 15 turns, but silence yourself for 5 turns, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
| On fingers | Emelitira (Nightmares)Emelitira (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +3% acid / +9% temporal / +3% light / +5% arcane Changes damage: +7% all Reduces incoming crit damage: 5.00% Spellpower: +13 (+2 eff.) Mindpower: +16 (+4 eff.) Curse of Nightmares Rings can have magical properties. | 
| On fingers | Isyyamira (Shrouds)Isyyamira (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +3% darkness / +6% nature Mental save: +11 (+4 eff.) Confusion immunity: +39% Curse of Shrouds Rings can have magical properties. | 
| Around neck | AnuzilakanAnuzilakan Requires: - Level 25 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +15 Str / +16 Dex / +12 Wil Changes resistances: +17% lightning / +2% physical / +9% blight / +3% cold Stun/Freeze immunity: +28% Amulets can have magical properties. This item has been sent to the Item's Vault. | 
| In main hand | Woewisp the voratun longsword (Shrouds) (64.5-90.3 power, 6 apr)Woewisp the voratun longsword (Shrouds) (64.5-90.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 64.5 - 90.3 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Armour penetration: +13 Changes resistances: +21% acid Changes resistances penetration: +11% physical Changes damage: +9% physical Critical mult.: +5.00% Mental crit. chance: +3% Curse of Shrouds Sharp, long, and deadly. | 
| Around waist | Girdle of the Calm Waters (Corpses)Girdle of the Calm Waters (Corpses) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. | 
| In off hand | scouring stralite shield of cold resistance (+8%) (Madness) (10 def, 2 armour, 132 block)scouring stralite shield of cold resistance (+8%) (Madness) (10 def, 2 armour, 132 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to reduce powers by 20% * 25 arcane resource burn Changes stats: +4 Con Changes resistances: +8% acid / +20% cold / +10% nature Talent granted: +4 Block Curse of Madness Handheld deflection devices. | 
| Cloak | Arthirim (Nightmares) (8 def, 0 armour)Arthirim (Nightmares) (8 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +8 (+4 eff.) Changes resistances: +11% light / +16% fire Changes damage: +12% physical Reduces incoming crit damage: 10.00% Stealth bonus: +5 Physical save: +10 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Lisylle (Misfortune) (9 def, 18 armour)Lisylle (Misfortune) (9 def, 18 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +18 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 11 light Changes stats: +6 Wil Changes resistances: +23% blight / +2% physical / +29% darkness / +9% light Light radius: +2 Infravision radius: +3 Curse of Misfortune A suit of armour made of metal plates. | 
Inventory
| healing infusion (heal 50)healing infusion (heal 50) 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. | 
| Rune of the Rift (638.00 temporal damage, removed from time 4 turns)Rune of the Rift (638.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 746.46 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.teleportation rune of the warrior (range 152) teleportation rune of the warrior (range 152) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 152 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| Sealed Scroll of Last HopeSealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
| Garkul's TeethGarkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 366.95 physical damage in a radius 7 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. | 
| clarifying gold amulet of constitution (+2)clarifying gold amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +16% mind Confusion immunity: +26% Amulets can have magical properties. | 
| enraging steel amulet of the eclipseenraging steel amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 5% chance to inflict damage reduction * 7% chance to blind Changes damage: +6% physical / +5% light / +6% darkness Combat speed: +10% Amulets can have magical properties. | 
| mindweaver's steel amuletmindweaver's steel amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +8 (+2 eff.) Amulets can have magical properties. | 
| serendipitous gold amulet of mastery (0.24 Cursed / Cursed form)serendipitous gold amulet of mastery (0.24 Cursed / Cursed form) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +8 Lck Talent mastery: +0.24 Cursed / Cursed form Reduce all damage from unseen attackers: 13% Amulets can have magical properties. | 
| starlit copper amuletstarlit copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. | 
| Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. | 
| The Black Ring (Nightmares)The Black Ring (Nightmares) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Nightmares "An innocuous bauble. Until you look through the hole." | 
| copper ring of tenacity (Madness)copper ring of tenacity (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +21% Maximum life: +22.00 Curse of Madness Rings can have magical properties. | 
| steel ring 'Glyba' (Shrouds)steel ring 'Glyba' (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Curse of Shrouds Rings can have magical properties. | 
| steel ring 'Samuzilagas' (Corpses)steel ring 'Samuzilagas' (Corpses) Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +3 Wil Changes resistances: +3% temporal / +28% fire Changes damage: +14% fire Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +32% Maximum life: +20.00 Curse of Corpses Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.treant's voratun ring of blinding strikes (Misfortune) treant's voratun ring of blinding strikes (Misfortune) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 28% chance to blind Effects on ranged hit: * 22% chance to blind Changes resistances: +9% nature / +11% blight Poison immunity: +20% Disease immunity: +19% Curse of Misfortune Rings can have magical properties. | 
| warrior's copper ring of aether (+10%) (Nightmares)warrior's copper ring of aether (+10%) (Nightmares) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% arcane Changes damage: +10% arcane Curse of Nightmares Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.Crude Iron Battle Axe of Kroll (Shrouds) (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (Shrouds) (68-102 power, 7 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Shrouds Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. | 
| This item will automatically be transmogrified when you leave the level.stralite battleaxe 'Zerydig' (Corpses) (62.5-93.75 power, 3 apr) stralite battleaxe 'Zerydig' (Corpses) (62.5-93.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 62.5 - 93.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +9% nature / +6% light Mental crit. chance: +2% Curse of Corpses Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.caustic voratun dagger of massacre (Shrouds) (51.5-66.95 power, 9 apr) caustic voratun dagger of massacre (Shrouds) (51.5-66.95 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 51.5 - 67.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15% chance to corrode armour When wielded/worn: Changes resistances penetration: +11% acid Life regen: +1.00 Curse of Shrouds Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.elemental voratun dagger of daylight (Shrouds) (36-46.8 power, 9 apr) elemental voratun dagger of daylight (Shrouds) (36-46.8 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +12 light Damage against: +11% Undead When wielded/worn: Changes resistances penetration: +13% acid / +8% fire / +10% lightning / +11% cold Curse of Shrouds Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.flaming voratun dagger of rage (Misfortune) (38.5-50.05 power, 9 apr) flaming voratun dagger of rage (Misfortune) (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Str Changes damage: +8% physical Stamina when hit: +2.00 Curse of Misfortune Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.warbringer's steel dagger (Misfortune) (12.5-16.25 power, 6 apr) warbringer's steel dagger (Misfortune) (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Disarm immunity: +14% Curse of Misfortune Sharp, short and deadly. | 
| elemental voratun greatmaul of evisceration (Corpses) (68.5-102.75 power, 4 apr)elemental voratun greatmaul of evisceration (Corpses) (68.5-102.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +16% acid / +16% fire / +14% lightning / +20% cold Curse of Corpses Massive two-handed mauls. | 
| voratun greatmaul 'Belidur' (Misfortune) (67-100.5 power, 4 apr)voratun greatmaul 'Belidur' (Misfortune) (67-100.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +20.0% Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +3% nature Changes resistances penetration: +19% acid / +24% fire / +23% lightning / +23% cold Physical save: +15 (+5 eff.) Blindness immunity: +5% Poison immunity: +10% Pinning immunity: +5% Curse of Misfortune Massive two-handed mauls. | 
| Anmalice (Nightmares) (47-65.8 power, 20 apr)Anmalice (Nightmares) (47-65.8 power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-11 eff.) Mindpower: +9 (+2 eff.) Curse of Nightmares The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. | 
| Goradur (Shrouds) (31.5-44.1 power, 5 apr)Goradur (Shrouds) (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +15 mind Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +22 ice When wielded/worn: Physical crit. chance: +10.0% Armour: +8 Changes resistances penetration: +10% acid / +8% cold Changes damage: +3% acid Curse of Shrouds It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. | 
| Ureslak's Eldritch Femur (52-72.8 power, 5 apr)Ureslak's Eldritch Femur (52-72.8 power, 5 apr) 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: Arcane 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% arcane Changes resistances penetration: +30% arcane Changes damage: +30% arcane / +12% all Curse of Corpses A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. | 
| This item will automatically be transmogrified when you leave the level.Emelyma (Corpses) (17-18.7 power, 40 apr, mind damage) Emelyma (Corpses) (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 physical / 12 mind / 8 darkness Changes stats: +1 Dex Changes resistances: +9% darkness / +14% physical Changes resistances penetration: +12% physical Changes damage: +18% physical / +10% mind / +8% darkness Grants telepathy: Dragon Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Curse of Corpses It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| This item will automatically be transmogrified when you leave the level.Nithan's Force (Madness) Nithan's Force (Madness) Requires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 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% Curse of Madness It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 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 128.04 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... | 
| This item will automatically be transmogrified when you leave the level.ranger's drakeskin leather sling of recursion (Corpses) ranger's drakeskin leather sling of recursion (Corpses) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +6 Dex Curse of Corpses Slings are used to hurl stones or metal shots at your foes. | 
| This item will automatically be transmogrified when you leave the level.Yveldawe (Madness) (35-42 power, 5 apr, lightning element) Yveldawe (Madness) (35-42 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +8 temporal When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +3% blight Changes resistances penetration: +15% blight Changes damage: +35% lightning / +3% blight Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +52.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +15% Curse of Madness Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff of breaching (Misfortune) (30-36 power, 6 apr, fire element) lifebinding dragonbone vilestaff of breaching (Misfortune) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Healing mod.: +22% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.void walker's dragonbone magestaff of wizardry (Nightmares) (30-36 power, 6 apr, arcane element) void walker's dragonbone magestaff of wizardry (Nightmares) (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +2 Wil Changes resistances: +11% darkness / +9% temporal Changes damage: +30% arcane Talent granted: +1 Command Staff Maximum mana: +56.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +25 Resist all after a teleport: +18% New effects duration reduction after a teleport: +16% Reduces paradox anomalies(equivalent to willpower): +22 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.Adivea the Crackleidol (Misfortune) (52-72.8 power, 6 apr) Adivea the Crackleidol (Misfortune) (52-72.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 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 crit: * splashes the target with acid Damage (Melee): +14 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +12 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +5 Str Changes resistances: +5% arcane / +9% lightning Changes damage: +15% physical Stamina when hit: +2.50 Curse of Misfortune One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.chilling voratun waraxe of crippling (Corpses) (40.5-56.7 power, 6 apr) chilling voratun waraxe of crippling (Corpses) (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 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 crit: * cripple the target Damage (Melee): +17 cold When wielded/worn: Physical crit. chance: +12.0% Curse of Corpses One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe (Nightmares) (38-53.2 power, 6 apr) plaguebringer's voratun waraxe (Nightmares) (38-53.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease Damage (Melee): +13 blight When wielded/worn: Disease immunity: +27% Curse of Nightmares One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.slime-covered stralite waraxe of ruin (Nightmares) (34-47.6 power, 5 apr) slime-covered stralite waraxe of ruin (Nightmares) (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +12.00% Curse of Nightmares One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.reinforced drakeskin leather belt of recklessness (Nightmares) reinforced drakeskin leather belt of recklessness (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +10 (+5 eff.) Critical mult.: +10.00% Physical save: +13 (+4 eff.) Curse of Nightmares A belt that goes around your waist. | 
| Frozen Shroud (Shrouds) (12 def, 0 armour)Frozen Shroud (Shrouds) (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all Curse of Shrouds It can be used to release a radius 4 blast of frozen vapors that deal 56.12 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. | 
| The Calm (Madness) (15 def, 0 armour)The Calm (Madness) (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+2 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Madness This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. | 
| This item will automatically be transmogrified when you leave the level.silk robe of life (Nightmares) (3 def, 0 armour) silk robe of life (Nightmares) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +13% blight Life regen: +2.70 Maximum life: +54.00 Healing mod.: +20% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| blood-soaked pair of dwarven-steel boots of evasion (Corpses) (15 def, 4 armour)blood-soaked pair of dwarven-steel boots of evasion (Corpses) (15 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +4 Defense: +15 (+7 eff.) Fatigue: +3% Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 16 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.dreamer's pair of voratun boots of speed (Misfortune) (0 def, 5 armour) dreamer's pair of voratun boots of speed (Misfortune) (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +14 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Movement speed: +20% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.undeterred pair of voratun boots of void walking (Corpses) (0 def, 5 armour) undeterred pair of voratun boots of void walking (Corpses) (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +14% darkness / +10% temporal Changes resistances penetration: +14% darkness / +14% temporal Silence immunity: +34% Confusion immunity: +41% Stun/Freeze immunity: +26% Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| wanderer's pair of hardened leather boots of uncanny dodging (Corpses) (4 def, 3 armour)wanderer's pair of hardened leather boots of uncanny dodging (Corpses) (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +2 Cun / +2 Con Physical save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Curse of Corpses A pair of boots made of leather. | 
| Issadig (Misfortune) (0 def, 13 armour)Issadig (Misfortune) (0 def, 13 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +13 Armour Hardiness: +10% Damage (Melee): 9 nature Changes stats: +2 Dex / +16 Con Changes resistances: +8% nature / +9% physical Changes damage: +6% nature Physical save: +25 (+8 eff.) Life regen: +3.50 Stamina each turn: +0.60 Psi each turn: +0.26 Mental crit. chance: +2% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Crown of Burning Pain (Misfortune) (13 def, 0 armour)Crown of Burning Pain (Misfortune) (13 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Misfortune It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 42.52 fire and 58.15 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. | 
| Hat of Arcane Understanding (Misfortune) (2 def, 0 armour)Hat of Arcane Understanding (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Misfortune A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. | 
| Lustrejeer (Corpses) (2 def, 0 armour)Lustrejeer (Corpses) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes damage: +12% light Psi each turn: +0.19 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Curse of Corpses A pointy cloth hat, very wizardly... | 
| Un'fezan's Cap (Madness) (1 def, 0 armour)Un'fezan's Cap (Madness) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Madness It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. | 
| This item will automatically be transmogrified when you leave the level.champion's drakeskin leather cap of trickery (Corpses) (0 def, 5 armour) champion's drakeskin leather cap of trickery (Corpses) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +2 Wil / +3 Cun Mental save: +9 (+3 eff.) Light radius: +2 Curse of Corpses A cap made of leather. | 
| Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)Scale Mail of Kroltar (Shrouds) (10 def, 18 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 15.59 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. | 
| enlightening stralite mail armour of the deep (Nightmares) (4 def, 9 armour)enlightening stralite mail armour of the deep (Nightmares) (4 def, 9 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +6 Cun / +3 Wil Changes resistances: +10% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+4 eff.) Curse of Nightmares A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.searing voratun mail armour (Madness) (5 def, 10 armour) searing voratun mail armour (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage (Melee): 23 acid / 12 fire Damage when hit (Melee): 12 acid / 13 fire Changes resistances: +16% acid / +19% fire Curse of Madness A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.Breath of Eyal (Shrouds) (10 def, 10 armour) Breath of Eyal (Shrouds) (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+2 eff.) Curse of Shrouds This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. | 
| This item will automatically be transmogrified when you leave the level.nimble drakeskin leather armour of Toknor (Corpses) (13 def, 8 armour) nimble drakeskin leather armour of Toknor (Corpses) (13 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +8 Defense: +13 (+6 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +8% Changes stats: +3 Dex Critical mult.: +17.00% Movement speed: +20% Curse of Corpses A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.spiked rough leather armour of thunder (Misfortune) (1 def, 2 armour) spiked rough leather armour of thunder (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+3 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +11% lightning Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour (Nightmares) (9 def, 16 armour) fortifying voratun plate armour (Nightmares) (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +4 Str / +6 Con Maximum life: +59.00 Curse of Nightmares A suit of armour made of metal plates. | 
| Black Mesh (Nightmares) (8 def, 2 armour, 112 block)Black Mesh (Nightmares) (8 def, 2 armour, 112 block) Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. | 
| Blackfire Aegis (Corpses) (8 def, 18 armour, 235 block)Blackfire Aegis (Corpses) (8 def, 18 armour, 235 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) Curse of Corpses This rugged stone shield flickers with bursts of pitch black flame. | 
| 4 agate4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| 251 alchemist agate251 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| 10 onyx10 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| 6 aquamarine6 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 4 lapis lazuli4 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 4 opal4 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 12 sapphire12 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 5 topaz5 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 5 emerald5 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 8 jade8 jade 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 6 spinel6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 11 turquoise11 turquoise 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
| alchemist's lamp 'Growthrigor'alchemist's lamp 'Growthrigor' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 light Changes resistances penetration: +5% nature Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| alchemist's lamp of healthalchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
| Prothotipe's Prismatic EyeProthotipe's Prismatic Eye Powered 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. | 
| 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 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 OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Atamathon's Lost Ruby EyeAtamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
| 60 alchemist bloodstone60 alchemist bloodstone 0.00 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. | 
| 2 bloodstone2 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| fire opalfire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| 7 garnet7 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| 8 ruby8 ruby 0.00 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. | 
| Skull of the Rat LichSkull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. | 
| Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 126 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
| Cold Iron AcornCold Iron Acorn Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. | 
| Kyless' BookKyless' Book Infused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. | 
| 8 amethyst8 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| 2 diamond2 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 3 moonstone3 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 8 quartz8 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| 6 amber6 amber 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 6 ametrine6 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 5 citrine5 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 2 zircon2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By RipAndTear the Cornac Cursed level 31
54th Haze 122nd year of Ascendancy at 01:50 see stats
 A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By RipAndTear the Cornac Cursed level 40
16th Pyre 123rd year of Ascendancy at 05:40 see stats
 Against all odds
			Killed Ukruk in the ambush.
			Against all odds
			Killed Ukruk in the ambush.By RipAndTear the Cornac Cursed level 31
52nd Haze 122nd year of Ascendancy at 11:48 see stats
 Antimagic!
			Completed antimagic training in the Ziguranth camp.
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By RipAndTear the Cornac Cursed level 17
51st Dusk 122nd year of Ascendancy at 16:32 see stats
 Back and there again
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By RipAndTear the Cornac Cursed level 40
11st Pyre 123rd year of Ascendancy at 17:35 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By RipAndTear the Cornac Cursed level 34
8th Decay 122nd year of Ascendancy at 13:30 see stats
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By RipAndTear the Cornac Cursed level 28
47th Haze 122nd year of Ascendancy at 13:19 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By RipAndTear the Cornac Cursed level 33
4th Decay 122nd year of Ascendancy at 20:00 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By RipAndTear the Cornac Cursed level 20
72nd Dusk 122nd year of Ascendancy at 05:05 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By RipAndTear the Cornac Cursed level 39
9th Pyre 123rd year of Ascendancy at 02:42 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RipAndTear the Cornac Cursed level 23
77th Dusk 122nd year of Ascendancy at 17:55 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By RipAndTear the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 12:05 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By RipAndTear the Cornac Cursed level 20
65th Dusk 122nd year of Ascendancy at 07:32 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By RipAndTear the Cornac Cursed level 30
50th Haze 122nd year of Ascendancy at 11:25 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By RipAndTear the Cornac Cursed level 40
11st Pyre 123rd year of Ascendancy at 13:42 see stats
 Shasshhiy'Kaish
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By RipAndTear the Cornac Cursed level 32
60th Haze 122nd year of Ascendancy at 13:15 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By RipAndTear the Cornac Cursed level 25
39th Haze 122nd year of Ascendancy at 15:47 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By RipAndTear the Cornac Cursed level 34
4th Decay 122nd year of Ascendancy at 22:25 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By RipAndTear the Cornac Cursed level 9
9th Mirth 122nd year of Ascendancy at 15:45 see stats
 The Rat Lich
			Killed the terrible Rat Lich.
			The Rat Lich
			Killed the terrible Rat Lich.By RipAndTear the Cornac Cursed level 17
39th Dusk 122nd year of Ascendancy at 02:54 see stats
 The Restless Dead
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead
			Disturbed an old battlefield and survived the consequences.By RipAndTear the Cornac Cursed level 17
62nd Dusk 122nd year of Ascendancy at 06:24 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By RipAndTear the Cornac Cursed level 10
4th Flare 122nd year of Ascendancy at 00:18 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By RipAndTear the Cornac Cursed level 35
14th Regrowth 123rd year of Ascendancy at 17:52 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By RipAndTear the Cornac Cursed level 32
58th Haze 122nd year of Ascendancy at 09:22 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By RipAndTear the Cornac Cursed level 21
73rd Dusk 122nd year of Ascendancy at 18:26 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By RipAndTear the Cornac Cursed level 30
51st Haze 122nd year of Ascendancy at 06:06 see stats
Log
The fabric of time around Saluwen the orc summoner's temporal clone stabilizes to normal.
The powerful time-altering energies generate a restoration field on Saluwen the orc summoner's temporal clone.
Saluwen the orc summoner's temporal clone converts damage into paradox.
RipAndTear's temporal clone is invigorated by the attack!
Saluwen the orc summoner's temporal clone converts damage to paradox!
Beyond the Flesh hits Saluwen the orc summoner's temporal clone for (33 dissipated), (72 to time), (1 converted), 3 physical, (3 dissipated), (2 converted), 5 lightning, (7 dissipated), (5 converted), 11 physical (19 total damage).
Beyond the Flesh hits RipAndTear's temporal clone for 29 physical, 5 lightning, 22 physical (56 total damage).
RipAndTear's temporal clone hits Aduyatira the orc summoner's temporal clone for (12 to psi shield), 5 nature, 10 light, (5 to psi shield), 2 acid, , 0 arcane (18 total damage).
Aduyatira the orc summoner uses Telekinetic Smash.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
RipAndTear's temporal clone is invigorated by the attack!
Aduyatira the orc summoner hits RipAndTear for 124 physical, 23 physical, 140 physical (288 total damage).
Aduyatira the orc summoner hits RipAndTear's temporal clone for 15 lightning damage.
RipAndTear hits Aduyatira the orc summoner for (10 to psi shield), 5 nature, 9 light, (5 to psi shield), 2 acid, , 0 arcane, (10 to psi shield), 5 nature, 9 light, (5 to psi shield), 2 acid, , 0 arcane (32 total damage).
RipAndTear the level 42 cornac cursed was tortured to death by Aduyatira the orc summoner on level 1 of Gorbat Pride.
You have 2 life(s) left.
RipAndTear deactivates Gloom.
You feel your rampage slowing down. (-1 duration)
RipAndTear is no longer attuned.
RipAndTear deactivates Stalk.
You feel your rampage slowing down. (-1 duration)
RipAndTear is no longer rampaging.
RipAndTear is free from the entropy.
RipAndTear stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aduyatira the orc summoner killed RipAndTear!
Saving done.
