Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 45 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 19th Gold 123rd year of Ascendancy at 07:59 0 / 9Killed by vampire lord at level 24 on the 45th Stralite 123rd year of Ascendancy at 14:16 Killed by Xanyra the orc grand master assassin at level 31 on the 20th Loss 123rd year of Ascendancy at 05:24 Killed by armoured skeleton warrior at level 33 on the 22nd Iron 124th year of Ascendancy at 09:33 Killed by skeleton mage at level 33 on the 22nd Iron 124th year of Ascendancy at 12:07 Killed by skeleton mage at level 34 on the 26th Iron 124th year of Ascendancy at 11:08 Killed by Doomed Shade of Ethram at level 36 on the 35th Stralite 124th year of Ascendancy at 22:32 Killed by gigantic sandworm tunneler at level 44 on the 23rd Steel 125th year of Ascendancy at 01:11 Killed by Aerelralle the bone giant at level 45 on the 30th Steel 125th year of Ascendancy at 11:43 |
Primary Stats
| Strength | 98 (base 45) |
| Dexterity | 26 (base 10) |
| Constitution | 78 (base 39) |
| Magic | 87 (base 60) |
| Willpower | 77 (base 43) |
| Cunning | 20 (base 10) |
Resources
| Life | -11/1542 |
| Mana | 646/675 |
| Equilibrium | 50 |
| Positive | 19/182 |
| Healing Factor | 0 |
| Regeneration | 0 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -75% |
| Spell | 0% |
| Global | +101.875% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 54 |
| Crit Chance | 28% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 100 |
| Accuracy | 54 |
| Crit Chance | 34% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52.333333333333 |
| Crit Chance | 22% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 46.966666666667 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Darkness | +15% |
| Nature | +10% |
| Physical | +18% |
| Arcane | +18% |
| Cold | +16% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 74.626843394474 (80%) |
| Defense | 41.866666666667 |
| Ranged Defense | 46.866666666667 |
| Fatigue | 29 |
| Physical Save | 73.8375 |
| Spell Save | 61.7875 |
| Mental Save | 59.233333333333 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 26%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 36%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 60% |
| Knockback Resistance | 50% |
| Stun Resistance | 25% |
| Poison Resistance | 0% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. Also while Heroism is active, you will only die when reaching -918 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 430 life. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 121 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Eldritch stone | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Deeprock | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Elemental Harmony |
| talent | Shards |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Huge cut that bleeds, doing 103.39 physical damage per turn and decreasing all heals received by 104%. Deep Wound |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| beneficial effect | Increases global speed by 17%. Elemental Harmony |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is on fire, taking 7.50 fire damage per turn. Burning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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. * 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 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: 878. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Urthol's Boots (0 def, 5 armour) Urthol's Boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +9 Mag / +5 Wil / +4 Con Damage when the wearer hits(melee): 2 arcane Spell save: +8 Mana each turn: +0.04 Maximum mana: +20.00 Lowers spell cool-downs by: 10% Infravision radius: +3 Resist all after a teleport: +4% It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glitterpeal GlitterpealCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +7 Damage when the wearer is hit: 12 arcane / 4 light Changes resistances: +5% arcane Changes damage: +3% arcane Physical save: +11 Spell save: +13 Mental save: +30 Light radius: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | dwarven-steel gauntlets 'Urodukan' (0 def, 2 armour) dwarven-steel gauntlets 'Urodukan' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 Physical crit. chance: +14.0% Armour: +2 Changes stats: +5 Dex Damage when the wearer hits(melee): 23 mind / 26 darkness Critical mult.: +26.00% Mental save: -10 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Spell crit. chance: +11% Mindpower: +12 Mental crit. chance: +13% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 This small tree shaped totem is imbued with powerful healing energies. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | gold ring 'Dagudir' gold ring 'Dagudir'Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +22 Changes stats: +16 Str / +15 Con Damage when the wearer is hit: 8 arcane / 4 blight Changes resistances: +3% mind / +32% cold Changes damage: +16% cold Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Rings can have magical properties. |
| Around neck | warmaker's gold amulet of mastery (0.20 Wild-gift / Earthen vines) warmaker's gold amulet of mastery (0.20 Wild-gift / Earthen vines)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Wil Talent mastery: +0.20 Wild-gift / Earthen vines Amulets can have magical properties. |
| In main hand | living stralite shield of displacement (19 def, 2 armour, 47 dam, 141 block) living stralite shield of displacement (19 def, 2 armour, 47 dam, 141 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +141 Damage when this weapon hits: +16 nature / +11 arcane When wielded/worn: Armour: +2 Defense: +19 Ranged Defense: +10 Fatigue: +14% Changes stats: +2 Mag Damage when the wearer is hit: 10 nature Changes resistances: +13% nature / +14% blight Talent granted: +4 Block Maximum life: +58.00 It can be used to activate talent Displacement Shield, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: 8.00 Travel Speed: instantaneous Is: a spell Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target. Any time the caster should take damage, there is a 50% chance that it will instead be warped by the shield and hit the designated target. Once the maximum damage (248) is absorbed, the time runs out (16 turns), or the target dies, the shield will crumble. The max damage the shield can absorb will increase with your Spellpower. Handheld deflection devices |
| Around waist | spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Changes stats: +3 Mag Critical mult.: +7.00% Mana each turn: +0.27 Maximum mana: +26.00 A belt that goes around your waist. |
| In off hand | Lunar Shield (12 def, 7 armour, 45 dam, 250 block) Lunar Shield (12 def, 7 armour, 45 dam, 250 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Arcane Physical crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +7 Defense: +12 Ranged Defense: +5 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
| Cloak | Fulelar (8 def, 7 armour) Fulelar (8 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +8 Changes stats: +3 Str / +3 Con Changes resistances: +15% fire / +15% cold / +13% light Changes damage: +15% arcane Stealth bonus: +8 Physical save: +9 Maximum life: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
Infusion of Wild Growth (Rad 5 for 5 turns) Infusion of Wild Growth (Rad 5 for 5 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing 11.32 physical damage and 21.11 nature damage each turn. 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. |
warrior's heroism infusion (+20 for 8 turns, die at -933) warrior's heroism infusion (+20 for 8 turns, die at -933)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. Also while Heroism is active, you will only die when reaching -933 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wizard's regeneration infusion (heal 362 over 5 turns) wizard's regeneration infusion (heal 362 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 8) phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. 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. |
psychic's manasurge rune (1084% regen over 10 turns; 54 instant mana) psychic's manasurge rune (1084% regen over 10 turns; 54 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1084% over 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's manasurge rune (1084% regen over 10 turns; 54 instant mana) sneak's manasurge rune (1084% regen over 10 turns; 54 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1084% over 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's shielding rune (absorb 394 for 6 turns) warrior's shielding rune (absorb 394 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's shielding rune (absorb 341 for 5 turns) wizard's shielding rune (absorb 341 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
grounding steel amulet of constitution (+4) grounding steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
insulating steel amulet of dexterity (+3) insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% cold / +11% fire Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Arthyrand ArthyrandPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% temporal / +15% acid Changes damage: +15% acid / +15% temporal Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Yvenn YvennPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% blight / +15% temporal / +12% fire Maximum vim: +50.00 Rings can have magical properties. |
conjurer's gold ring of arcane power conjurer's gold ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +6 Mag Spellpower: +16 Rings can have magical properties. |
conjurer's stralite ring of blasting conjurer's stralite ring of blastingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil / +5 Mag Damage when the wearer hits(melee): 7 lightning / 9 physical Damage when the wearer is hit: 10 lightning / 3 physical Spellpower: +9 Rings can have magical properties. |
gold ring of darkness (+20%) gold ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Blindness immunity: +20% See stealth: +7 See invisible: +5 Rings can have magical properties. |
psionicist's gold ring of life psionicist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 Life regen: +0.70 Maximum life: +51.00 Healing mod.: +17% Rings can have magical properties. |
psionicist's stralite ring of darkness (+28%) psionicist's stralite ring of darkness (+28%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +28% darkness Changes damage: +14% darkness Mental save: +12 Rings can have magical properties. |
psionicist's voratun ring of sensing psionicist's voratun ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +12 Blindness immunity: +38% See stealth: +5 See invisible: +16 Rings can have magical properties. |
savage's voratun ring of warding savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% fire / +21% cold / +21% lightning / +26% acid Spell save: +9 Maximum stamina: +25.00 Rings can have magical properties. |
stralite ring of speed stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 Defense: +4 Movement speed: +7% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings can have magical properties. |
titan's copper ring of the mind (+11%) titan's copper ring of the mind (+11%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +6 Rings can have magical properties. |
titan's steel ring of lightning (+20%) titan's steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 Rings can have magical properties. |
treant's stralite ring of pilfering treant's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +6 Defense: +3 Changes resistances: +5% nature Physical save: +9 Poison immunity: +16% Disease immunity: +18% It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +34% Rings can have magical properties. |
warrior's stralite ring of light (+28%) warrior's stralite ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +28% light Changes damage: +14% light Rings can have magical properties. |
wizard's steel ring of clarity wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Mental save: +5 Confusion immunity: +22% Rings can have magical properties. |
Adobretira the Deepsfoe (30-36 power, 6 apr, temporal damage) Adobretira the Deepsfoe (30-36 power, 6 apr, temporal damage)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: 100% Mag Damage type: Temporal Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 darkness Damage conversion: 10% blight When wielded/worn: Armour: +12 Changes resistances: +6% blight Changes damage: +15% darkness / +30% temporal Talent granted: +1 Command Staff Physical save: +8 Vim when firing critical spell: +5.00 Maximum vim: +30.00 Spellpower: +15 Spell crit. chance: +5% Defense after a teleport: +25 Resist all after a teleport: +15% Effect duration reduction after a teleport: +35% Staves designed for wielders of magic, by the greats of the art. |
Shockstreak (30-36 power, 6 apr, fire damage) Shockstreak (30-36 power, 6 apr, fire damage)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +12 acid When wielded/worn: Damage when the wearer hits(melee): 8 lightning / 12 acid Changes damage: +30% fire / +9% lightning / +15% acid Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personnal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Relgekaltholen RelgekaltholenInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str Allows you to breathe in: water See invisible: +6 A belt that goes around your waist. |
Gorasadil (2 def, 0 armour) Gorasadil (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Cun Infravision radius: +3 See invisible: +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Corrupted Gaze (2 def, 5 armour) Corrupted Gaze (2 def, 5 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 4 When wielded/worn: Accuracy: +8 Armour: +5 Defense: +2 Fatigue: +3% Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +10% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +30% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 23%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
dragonslayer's drakeskin leather cap of the depths (0 def, 5 armour) dragonslayer's drakeskin leather cap of the depths (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +7% fire / +11% cold / +13% lightning / +11% acid Allows you to breathe in: water A cap made of leather. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 15 light / 30 fire Damage when the wearer hits(ranged): 15 light / 30 fire Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 123.03 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) Sanguine Shield (14 def, 4 armour, 40 dam, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Physical crit. chance: +9.0% Block value: +220 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Unsetting Sun (16 def, 9 armour, 50 dam, 280 block) Unsetting Sun (16 def, 9 armour, 50 dam, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Physical crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +17 Fatigue: +14% Changes resistances: +30% darkness / +30% blight Talent granted: +5 Block Spell save: +19 Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
spellplated stralite shield of harmony (10 def, 2 armour, 46 dam, 143 block) spellplated stralite shield of harmony (10 def, 2 armour, 46 dam, 143 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +143 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +4 Wil Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +4 Block Spell save: +6 Mental save: +12 It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 33 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
voratun shield 'Manebers' (12 def, 3 armour, 65.5 dam, 212.5 block) voratun shield 'Manebers' (12 def, 3 armour, 65.5 dam, 212.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +212 Damage when this weapon hits: +20 cold When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +1 Cun / +6 Wil Damage when the wearer is hit: 20 cold Changes resistances: +20% cold / +30% lightning / +30% acid Talent granted: +5 Block Infravision radius: +2 See invisible: +24 Handheld deflection devices |
wintry dwarven-steel shield of gloom (8 def, 2 armour, 29 dam, 82 block) wintry dwarven-steel shield of gloom (8 def, 2 armour, 29 dam, 82 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +82 Damage when this weapon hits: +12 % chance to cause a gloom effect / +10 cold When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +4 Wil Damage when the wearer is hit: 13 % chance to cause a gloom effect / 12 cold Changes resistances: +12% cold Talent granted: +3 Block Handheld deflection devices |
312 alchemist agate 312 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of revealing brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 See stealth: +6 See invisible: +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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. 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. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
46 alchemist bloodstone 46 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of 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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Eclipsefame of cure illness [power 3] (28/20 cooldown) Eclipsefame of cure illness [power 3] (28/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 16 darkness Damage when the wearer is hit: 20 mind Changes resistances: +15% mind Changes damage: +15% mind It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Sunoozer of thorny skin [power 24] (28/20 cooldown) Sunoozer of thorny skin [power 24] (28/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% mind / +12% light Light radius: +3 It can be used to hardens the skin for 6 turns increasing armour by 24 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Corpsestreaker of firewall [power 162] (28/6 cooldown) Corpsestreaker of firewall [power 162] (28/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 8 nature Damage when the wearer is hit: 16 nature Changes resistances: +30% fire Changes resistances penetration: +20% nature It can be used to creates a wall of flames lasting for 4 turns (dam 162 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of trap destruction [power 86] (28/15 cooldown) void elven-wood wand of trap destruction [power 86] (28/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to try to disarm any known traps in a line (disarm power 86), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ethram the Dwarf Stone Warden level 27
12nd Voratun 123rd year of Ascendancy at 19:36 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ethram the Dwarf Stone Warden level 21
28th Gold 123rd year of Ascendancy at 11:45 see stats
Against all odds
Killed Ukruk in the ambush.By Ethram the Dwarf Stone Warden level 26
10th Voratun 123rd year of Ascendancy at 07:01 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Ethram the Dwarf Stone Warden level 30
3rd Loss 123rd year of Ascendancy at 16:58 see stats
Arachnophobia
Destroyed the spydric menace.By Ethram the Dwarf Stone Warden level 38
28th Voratun 124th year of Ascendancy at 18:29 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Ethram the Dwarf Stone Warden level 41
24th Shortage 124th year of Ascendancy at 07:58 see stats
Brave new world
Went to the Far East and took part in the war.By Ethram the Dwarf Stone Warden level 32
15th Shortage 123rd year of Ascendancy at 16:09 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ethram the Dwarf Stone Warden level 17
5th Steel 123rd year of Ascendancy at 13:46 see stats
Clone War
Destroyed your own Shade.By Ethram the Dwarf Stone Warden level 36
36th Stralite 124th year of Ascendancy at 00:33 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ethram the Dwarf Stone Warden level 7
29th Voratun 122nd year of Ascendancy at 09:37 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ethram the Dwarf Stone Warden level 31
22nd Loss 123rd year of Ascendancy at 12:18 see stats
Exterminator
Killed 1000 creatures.By Ethram the Dwarf Stone Warden level 17
4th Steel 123rd year of Ascendancy at 20:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ethram the Dwarf Stone Warden level 20
19th Gold 123rd year of Ascendancy at 07:59 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Ethram the Dwarf Stone Warden level 37
44th Stralite 124th year of Ascendancy at 07:57 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ethram the Dwarf Stone Warden level 21
28th Gold 123rd year of Ascendancy at 11:15 see stats
Level 10
Got a character to level 10.By Ethram the Dwarf Stone Warden level 10
22nd Profit 122nd year of Ascendancy at 09:57 see stats
Level 20
Got a character to level 20.By Ethram the Dwarf Stone Warden level 20
3rd Gold 123rd year of Ascendancy at 02:00 see stats
Level 30
Got a character to level 30.By Ethram the Dwarf Stone Warden level 30
2nd Loss 123rd year of Ascendancy at 02:55 see stats
Level 40
Got a character to level 40.By Ethram the Dwarf Stone Warden level 40
1st Shortage 124th year of Ascendancy at 12:04 see stats
Orcrist
Killed the leaders of the Orc Pride.By Ethram the Dwarf Stone Warden level 43
28th Iron 125th year of Ascendancy at 11:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ethram the Dwarf Stone Warden level 12
44th Profit 122nd year of Ascendancy at 11:45 see stats
Size is everything
Did over 1500 damage in one attack.By Ethram the Dwarf Stone Warden level 42
23rd Iron 125th year of Ascendancy at 18:26 see stats
Size matters
Did over 600 damage in one attack.By Ethram the Dwarf Stone Warden level 27
3rd Wealth 123rd year of Ascendancy at 14:11 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ethram the Dwarf Stone Warden level 32
4th Shortage 123rd year of Ascendancy at 12:33 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ethram the Dwarf Stone Warden level 5
21st Voratun 122nd year of Ascendancy at 17:02 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Ethram the Dwarf Stone Warden level 39
18th Dearth 124th year of Ascendancy at 05:07 see stats
That was close
Killed your target while having only 1 life left.By Ethram the Dwarf Stone Warden level 34
26th Iron 124th year of Ascendancy at 10:48 see stats
The Arena
Unlocked Arena mode.By Ethram the Dwarf Stone Warden level 9
12nd Profit 122nd year of Ascendancy at 06:06 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ethram the Dwarf Stone Warden level 21
28th Gold 123rd year of Ascendancy at 11:45 see stats
The secret city
Discovered the truth about mages.By Ethram the Dwarf Stone Warden level 13
6th Wealth 122nd year of Ascendancy at 03:40 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Ethram the Dwarf Stone Warden level 39
11st Profit 124th year of Ascendancy at 05:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Ethram the Dwarf Stone Warden level 15
7th Iron 123rd year of Ascendancy at 20:17 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ethram the Dwarf Stone Warden level 30
13rd Loss 123rd year of Ascendancy at 21:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ethram the Dwarf Stone Warden level 20
4th Gold 123rd year of Ascendancy at 08:22 see stats
Unstoppable
Returned from the dead.By Ethram the Dwarf Stone Warden level 44
23rd Steel 125th year of Ascendancy at 01:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ethram the Dwarf Stone Warden level 26
9th Voratun 123rd year of Ascendancy at 15:33 see stats
Log
Aerelralle the bone giant is grabbed by a stone vine.
Aerelralle the bone giant hits Ethram for 4 fire damage.
Ethram resists the dream forge!
Ethram resists the dream forge!
Aerelralle the bone giant hits Ethram for 4 mind, 2 fire, 10 blight, 4 mind, 2 fire, 10 blight damage (total 27.99).
Ethram hits Aerelralle the bone giant for 14 physical, 4 nature, 3 arcane, 1 arcane, 7 darkness, 5 mind, 9 arcane, 1 arcane, 7 darkness, 5 mind damage (total 51.12).
Ethram hits Aerelralle the bone giant for 1 nature damage.
Ethram hits Aerelralle the bone giant for 7 physical damage.
Aerelralle the bone giant uses Bleeding Edge.
Ethram resists the dream forge!
Ethram resists the dream forge!
Ethram starts to bleed.
Aerelralle the bone giant hits Ethram for 51 nature, 74 physical, 13 blight, 4 mind, 2 fire, 10 blight, 4 mind, 2 fire, 10 blight damage (total 165.02).
Ethram hits Aerelralle the bone giant for 5 arcane, 5 nature, 1 blight, 1 light, 8 nature, 4 nature, 3 arcane, 1 arcane, 7 darkness, 5 mind, 5 nature, 1 arcane, 7 darkness, 5 mind damage (total 51.29).
Aerelralle the bone giant hits Ethram for 57 physical, 5 fire damage (total 60.39).
Ethram uses Infusion: Healing.
Ethram hits Aerelralle the bone giant for 1 nature damage.
Ethram hits Aerelralle the bone giant for 7 physical damage.
Aerelralle the bone giant casts Curse of Defenselessness.
Ethram shrugs off the effect 'Curse of Defenselessness'!
Ethram misses Aerelralle the bone giant.
You collect a new ingredient: pouch of bone giant dust.
Aerelralle the bone giant hits Ethram for 43 nature, 74 blight, 13 blight, 10 blight damage (total 138.09).
Ethram hits Aerelralle the bone giant for 5 arcane, 5 nature, 1 blight, 1 light, 4 nature, 1 arcane, 7 darkness, 5 mind damage (total 25.92).
Ethram killed Aerelralle the bone giant!
Saving done.
Saving done.
Saving game...
