











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.5.0Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 23 / 30% | 
| Size | medium | 
| Lifes / Deaths | Killed by Elitha the polar bear at level 20 on the 19th Steel 123rd year of Ascendancy at 17:54 2 / 4Killed by Rantha the Worm at level 22 on the 43rd Steel 123rd year of Ascendancy at 20:41 Killed by Borfast the Broken at level 23 on the 10th Gold 123rd year of Ascendancy at 00:02 Killed by Beardofshields at level 23 on the 10th Gold 123rd year of Ascendancy at 00:36  | 
Primary Stats
| Strength | 46 (base 37) | 
| Dexterity | 12 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 43 (base 37) | 
| Willpower | 48 (base 37) | 
| Cunning | 10 (base 10) | 
Resources
| Life | 737/737 | 
| Mana | 422/422 | 
| Equilibrium | 0 | 
| Healing Factor | 1.1745901639344 | 
| Regeneration | 0.99840163934424 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
Offense: Mainhand
| Damage | 95 | 
| Accuracy | 33 | 
| Crit Chance | 6% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 44 | 
| Accuracy | 33 | 
| Crit Chance | 6% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 34 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +24% | 
| Nature | +6% | 
| Darkness | +17% | 
| Lightning | +6% | 
| Mind | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +4% | 
| Acid | +10% | 
| Darkness | +5% | 
| Lightning | +20% | 
Defense: Base
| Armour (hardiness) | 58 (87.462686567164%) | 
| Defense | 35 | 
| Ranged Defense | 51 | 
| Fatigue | 58 | 
| Physical Save | 50 | 
| Spell Save | 49 | 
| Mental Save | 47 | 
Defense: Resistances
| Acid | + 41%( 70%) | 
| Blight | + 15%( 70%) | 
| Arcane | + 3%( 70%) | 
| Cold | + 6%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 29%( 70%) | 
| Temporal | + 17%( 70%) | 
| Physical | + 6%( 70%) | 
| Mind | + 18%( 70%) | 
| Darkness | + 30%( 70%) | 
Defense: Immunities
| Pinning Resistance | 21% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% 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 Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -421 life. 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.  | 
Class Talents
| Spell / Eldritch shield | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
| Spell / Earth | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Deeprock | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Earthen vines | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
  | 3/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| 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 | 
Quests
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 | 
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by Yvurin the vampire. Escort: lone alchemist (level 1 of Dreadfell) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 0.80).  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | active | 
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.  | active | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old.  | 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.'  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
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 within | active | 
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 |  pair of hardened leather boots 'Nerimida' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +6% mind Changes damage: +15% mind Reduces incoming crit damage: 15.00% Infravision radius: +5 A pair of boots made of leather.  | 
| Light source |  bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Eremehir the Arcgrit (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 acid / 4 lightning Changes resistances: +6% lightning / +6% temporal / +12% acid Changes resistances penetration: +5% lightning / +10% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  spellstreaming rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +3% arcane Mana each turn: +0.11 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Haludin the elven-wood totem of thorny skin [power 58]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +2.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex Changes resistances: +3% physical Changes damage: +9% acid Talent cooldown: Lay Web (-1 turn) Talent granted: +1 Lay Web Maximum life: +20.00 It can be used to harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Bleakfury the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str Changes resistances: +24% acid / +18% darkness Changes damage: +12% acid / +12% darkness Rings can have magical properties.  | 
| On fingers |  Bokirorion the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes resistances: +6% acid / +3% physical / +6% mind Physical save: +9 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+4 eff.) Rings can have magical properties.  | 
| Around neck |  BelyyataInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% blight / +6% cold / +11% temporal Changes damage: +3% acid Spell save: +3 (+1 eff.) Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties.  | 
| In main hand |  stralite shield 'Chargerip' (10 def, 2 armour, 53-63.6 power, 142.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Crit. chance: +4.5% Block value: +142 Damage against: +25% Dragon When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +23% lightning Changes resistances penetration: +5% physical Changes damage: +6% lightning Talent granted: +4 Block Stamina each turn: +1.00 Only die when reaching: -40.00 life Handheld deflection devices.  | 
| Around waist |  noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
| In off hand |  Nerebrenn the Lightningvault (10 def, 2 armour, 44.5-53.4 power, 138.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 Burst (radius 2) on crit: +16 lightning When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 8 nature Changes resistances penetration: +15% lightning Changes damage: +6% nature Talent granted: +4 Block Maximum life: +60.00 Handheld deflection devices.  | 
| Cloak |  cashmere cloak 'Gloruta' (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +8 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Changes damage: +5% darkness Stealth bonus: +9 Physical save: +22 (+8 eff.) Life regen: +0.60 Maximum life: +30.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Runohad the steel plate armour (13 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +13 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +22% Changes stats: +2 Dex Changes resistances: +7% mind Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% Maximum life: +30.00 Healing mod.: +15% A suit of armour made of metal plates.  | 
Inventory
 This item will automatically be transmogrified when you leave the level.invisibility rune of the duelist (power 9 for 6 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.pixie's gold ring of nature (+24%) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +24% nature Changes damage: +12% nature Spellpower: +5 (+2 eff.) Rings can have magical properties.  | 
 This item will automatically be transmogrified when you leave the level.steel waraxe (13.5-18.9 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Earevon the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str / +2 Mag / +2 Wil Stamina each turn: +0.90 Maximum stamina: +22.00 See invisible: +9 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.hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% A suit of armour made of leather.  | 
 Arotira the stralite shield (10 def, 2 armour, 50.5-60.6 power, 141 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +141 Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 24% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% cold / +12% temporal / +15% darkness / +3% mind Changes resistances penetration: +5% mind Talent granted: +4 Block Handheld deflection devices.  | 
 Willowvenom (10 def, 2 armour, 51.5-61.8 power, 131 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +131 On weapon hit: * 40% chance to cause random gloom Damage (Melee): +16 nature Burst (radius 1) on hit: +13 fire When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +6% mind Changes damage: +12% mind Talent granted: +4 Block Handheld deflection devices.  | 
 Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness!  | 
 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 lapis lazuli0.00 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.  | 
 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Darkmalice the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +1 Str Changes resistances: +6% blight Changes damage: +18% darkness Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (105 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of 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 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.  | 
 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Poluldabeth the Blazelash [power 9]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +9% nature / +9% light Changes damage: +3% light Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 9, power 58 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Poriminn [power 97]  (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +3% light Disease immunity: +5% Cut immunity: +5% Disarm immunity: +15% Stun/Freeze immunity: +10% It can be used to fire a bolt of a random element with (base) damage 48 to 97, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 citrine0.00 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.  | 
 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Ay ay captain! (Nightmare (Adventure) difficulty)
			Turn into a pirate!By Beardofshields the Dwarf Stone Warden level 17
3rd Steel 123rd year of Ascendancy at 15:53 see stats
			Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
			Killed Borius in the Bearscape.By Beardofshields the Dwarf Stone Warden level 19
18th Steel 123rd year of Ascendancy at 04:39 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Beardofshields the Dwarf Stone Warden level 17
4th Steel 123rd year of Ascendancy at 21:19 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Beardofshields the Dwarf Stone Warden level 10
38th Profit 122nd year of Ascendancy at 00:42 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Beardofshields the Dwarf Stone Warden level 20
18th Steel 123rd year of Ascendancy at 22:20 see stats
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Beardofshields the Dwarf Stone Warden level 16
8th Iron 123rd year of Ascendancy at 12:51 see stats
			Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Beardofshields the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 11:48 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Beardofshields the Dwarf Stone Warden level 13
17th Wealth 122nd year of Ascendancy at 08:35 see stats
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Beardofshields the Dwarf Stone Warden level 9
32nd Profit 122nd year of Ascendancy at 08:23 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Beardofshields the Dwarf Stone Warden level 16
5th Dearth 122nd year of Ascendancy at 23:14 see stats
Log
Borfast the Broken hits Beardofshields for 9 lightning, 6 physical, 9 lightning, 6 physical (33 total damage).
Beardofshields hits Borfast the Broken for (48 blocked), 0 physical, (27 absorbed), 0 arcane, (19 blocked), 0 physical, (27 absorbed), 0 arcane (0 total damage).
Borfast the Broken uses Shield Pummel.
Beardofshields counter attacks Borfast the Broken with his shield shards!
The shield around Borfast the Broken crumbles.
Beardofshields resists the shield bash!
Beardofshields hits Borfast the Broken for (19 absorbed), 0 acid, (4 blocked), 0 lightning, (8 absorbed), 0 nature, (7 absorbed), 0 arcane, (19 absorbed), 0 nature, (27 absorbed), 0 arcane, (7 absorbed), 0 nature, (2 absorbed), 24 arcane, 19 acid, (4 blocked), 0 lightning, 8 nature, 7 arcane (59 total damage).
Borfast the Broken hits Beardofshields for 31 physical, 7 lightning, 13 temporal, 16 lightning, 11 physical, 16 lightning, 11 physical, 39 physical, 7 lightning, 13 temporal (166 total damage).
Beardofshields misses Borfast the Broken.
You have 2 life(s) left.
Beardofshields deactivates Shards.
Beardofshields is abandoned by the Stone's power.
Beardofshields deactivates Eldritch Infusion.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Borfast the Broken hits Beardofshields for 9 lightning, 6 physical (17 total damage).
Beardofshields hits Borfast the Broken for 10 physical, 17 arcane (28 total damage).
Beardofshields the level 23 dwarf stone warden was mutilated to death by Borfast the Broken and offered to his dark Master on level 3 of Dreadfell.
Talent Eldritch Stone is ready to use.
Talent Eldritch Blow is ready to use.
Talent Eldritch Fury is ready to use.
Saving done.
Talent Elemental Split is ready to use.
Saving game...


















































































