












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 33 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Gerin the cave bear at level 7 on the 21st Profit 122nd year of Ascendancy at 08:23 0 / 8Killed by Cyromithra the greater shivgoroth at level 10 on the 28th Profit 122nd year of Ascendancy at 09:40 Killed by Spellblaze Crystal at level 14 on the 42nd Profit 122nd year of Ascendancy at 10:28 Killed by Velyba the skeleton magus at level 16 on the 2nd Wealth 122nd year of Ascendancy at 20:22 Killed by Salyta the minotaur at level 22 on the 26th Dearth 122nd year of Ascendancy at 12:28 Killed by Salodhebeth the Guard at level 29 on the 29th Loss 122nd year of Ascendancy at 19:18 Killed by Islolravea the elven mage at level 33 on the 9th Iron 123rd year of Ascendancy at 00:05 Killed by Adivea the faeros at level 33 on the 9th Iron 123rd year of Ascendancy at 01:35 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 15 (base 12) |
| Constitution | 48 (base 13) |
| Magic | 71 (base 60) |
| Willpower | 20 (base 12) |
| Cunning | 23 (base 14) |
Resources
| Mana | 312/362 |
| Equilibrium | 15 |
| Vim | 163/268 |
| Life | -212/1218 |
| Positive | 126/146 |
| Stamina | 190/258 |
| Healing Factor | 1.3678383355188 |
| Regeneration | 5.1293937581955 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 28 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 28 |
| Crit Chance | 7% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Nature | +15% |
| Mind | +30% |
| Darkness | +15% |
| Arcane | +15% |
| Cold | +24% |
| All | +6% |
Offense: Damage Penetration
| Mind | +5% |
| Arcane | +35% |
Defense: Base
| Armour (hardiness) | 71.36174050493 (88.898876157654%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 46 |
| Physical Save | 46 |
| Spell Save | 40 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 52%( 70%) |
| All | + 15%( 70%) |
| Physical | + 47%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 35%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 31% |
| Confusion Resistance | 36% |
| Silence Resistance | 24% |
| Stun Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 538 life over 5 turns. Its effects scale with your Constitution 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 754% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Eldritch shield | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Calamity | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Silenne the snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frostglory (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Con Changes resistances: +6% temporal Changes damage: +12% cold Physical save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Silence immunity: +24% Confusion immunity: +26% Stun/Freeze immunity: +34% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | RainarcInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +6% mind / +18% cold Changes damage: +9% mind / +6% cold Maximum life: +43.00 Light radius: +3 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 | Erelegar the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +3% blight / +18% cold / +6% mind / +9% nature Pinning immunity: +20% Maximum life: +60.00 Healing mod.: +10% A cap made of leather. |
| On hands | Tulirand the dwarven-steel gauntlets (0 def, 17 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +17 Armour Hardiness: +7% Fatigue: +3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): 10 darkness Changes stats: +3 Wil / +4 Cun / +11 Con Changes resistances: +9% darkness / +9% physical Changes resistances penetration: +5% mind Changes damage: +6% darkness Mental save: +10 (+3 eff.) Maximum life: +52.00 Maximum hate: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Breezelash (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Str Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% lightning / +3% arcane / +9% nature Maximum life: +22.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BleaksorrowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +2 Cun / +3 Mag Changes resistances penetration: +25% arcane Changes damage: +6% arcane / +3% darkness Maximum mana: +20.00 Spell crit. chance: +2% Rings make your fingers look great! |
| On fingers | Velota the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +3% acid / +6% temporal / +6% light / +5% arcane / +6% nature / +12% mind Changes damage: +15% mind / +6% all Spellpower: +7 (+2 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | warded voratun shield of patience (0 def, 10 armour, 64-77 power, 191.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +192 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +15% temporal Maximum wards: +5 lightning / +4 temporal / +6 darkness / +6 fire / +5 nature / +4 blight / +6 cold / +5 arcane / +6 light Talents granted: +1 Ward +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (259) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Around waist | rough leather belt 'Elydath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Str / +5 Dex / +2 Con Mental save: +6 (+2 eff.) Maximum stamina: +20.00 Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| In off hand | wrathful dwarven-steel shield of acid resistance (+18%) (0 def, 6 armour, 30-35 power, 82.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (radius 2) on crit: +16 light / +22 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 137 light and fire damage to each enemy blocked Changes resistances: +18% acid / +7% fire / +7% light Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Lorigas the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Con Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spellpower: +25 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Haletar' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Str / +2 Wil / +4 Con Changes resistances: +29% acid / +9% physical / +7% cold / +8% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +31% Knockback immunity: +25% Life regen: +3.50 Stamina each turn: +0.90 A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (speed 686%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
regeneration infusion of the psychic (heal 305; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 504; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 25%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, fire, physical, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 fire, 4 physical, 5 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Ulfisarand the CracklequillPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 9% chance to blind * 9% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +20% lightning / +15% arcane Changes damage: +6% lightning / +9% arcane / +9% light / +8% darkness Amulets make your neck look great! |
copper amulet 'Furnacetitan'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% mind Changes resistances penetration: +25% mind / +25% fire Changes damage: +6% lightning / +3% fire Cut immunity: +50% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Layethra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% light / +10% darkness Changes damage: +9% physical Blindness immunity: +20% Maximum stamina: +30.00 Amulets make your neck look great! |
steel amulet 'Rainmire'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Dex Changes resistances: +12% cold / +18% light / +6% fire Changes resistances penetration: +25% fire Changes damage: +12% cold Light radius: +3 Amulets make your neck look great! |
wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Mag / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.70 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Movement speed: +10% Amulets make your neck look great! |
Ebonystar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+13 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +5 Str Changes damage: +21% physical Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+4 eff.) Cut immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
PolyrarinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +10 (+8 eff.) Changes stats: +4 Str / +8 Con Critical mult.: +20.00% Physical save: +9 (+3 eff.) Disease immunity: +20% Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Sleetwither the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 4 acid / 8 darkness Changes stats: +4 Dex Changes resistances: +6% cold Changes resistances penetration: +15% cold Changes damage: +24% acid / +15% cold Rings make your fingers look great! |
TidevalorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Dex / +4 Wil / +2 Cun Changes resistances penetration: +15% mind Changes damage: +15% mind / +12% cold Reduces incoming crit damage: 15.00% Spellpower: +9 (+3 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.27 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +1 Mag Changes damage: +11% light Rings make your fingers look great! |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
marksman's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
psionicist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +4.00 Rings make your fingers look great! |
psionicist's steel ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +4 (+1 eff.) Rings make your fingers look great! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +12% Rings make your fingers look great! |
warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
hardened leather belt 'Unlighttickler'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 6 darkness Changes stats: +3 Wil / +5 Mag Changes resistances penetration: +10% darkness Changes damage: +12% mind Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Mana each turn: +0.30 Maximum life: +46.00 Maximum mana: +33.00 Size category: +1 A belt that goes around your waist. |
reinforced hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+6 eff.) Changes stats: +4 Dex / +5 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +10 Physical save: +14 (+5 eff.) Infravision radius: +4 A belt that goes around your waist. |
rough leather belt 'Grinulathaldil'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Cun Changes damage: +6% acid Mental save: +3 (+1 eff.) Life regen: +0.80 Mindpower: +5 (+2 eff.) Healing mod.: +11% A belt that goes around your waist. |
rough leather belt 'Lisubrenn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +2 Wil Changes resistances: +5% arcane Disarm immunity: +20% Life regen: +0.70 Infravision radius: +1 See invisible: +9 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt 'Nimbustickler'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +1 Str / +3 Mag / +1 Con Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Maximum life: +31.00 A belt that goes around your waist. |
Armystir (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag Changes resistances: +6% nature / +9% temporal Changes damage: +15% blight Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Maximum life: +31.00 Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urygorn (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +2 Mag / +2 Wil Changes resistances: +6% mind Reduces incoming crit damage: 10.00% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhuneg the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Mag / +5 Wil / +3 Con Changes resistances: +6% lightning / +18% fire / +5% cold / +9% all Changes damage: +9% lightning / +7% physical / +12% fire / +3% mind / +8% cold Mental save: +17 (+6 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nuda the pair of iron boots (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+5 eff.) Fatigue: +2% Changes resistances: +6% fire / +5% arcane / +6% temporal Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum stamina: +12.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dridas (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Changes stats: +10 Lck / +5 Dex Changes resistances: +3% blight / +1% physical / +6% temporal Reduces incoming crit damage: 5.00% Stealth bonus: +11 Disease immunity: +20% A pair of boots made of leather. |
Pitchsnake (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 arcane Changes stats: +3 Con Changes resistances: +6% nature / +12% darkness Changes damage: +18% darkness Stamina each turn: +0.80 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +27.00 See invisible: +9 A pair of boots made of leather. |
undeterred pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +2 Wil Silence immunity: +30% Confusion immunity: +25% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Betheyath the Flashswift (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 19% chance to reduce all saves and defense by 19 Damage (Melee): 26 mind / 21 darkness Damage when hit (Melee): 8 temporal Changes resistances: +9% lightning / +6% fire / +6% temporal Changes damage: +6% lightning / +12% fire / +6% temporal Mental save: -9 (-3 eff.) Mindpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 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. |
Glimmervault the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 cold Changes resistances: +15% lightning / +7% cold / +5% arcane / +12% light Changes resistances penetration: +20% nature Changes damage: +9% fire / +8% cold Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lavawasp (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane / 7 cold Changes stats: +2 Str / +5 Mag / +11 Wil / +3 Con Changes resistances: +6% arcane / +5% cold Changes damage: +3% cold / +5% arcane / +3% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +20% Spellpower: +7 (+2 eff.) Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tyzilathad the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 fire Changes resistances: +7% fire Changes damage: +6% fire Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +10 (+3 eff.) Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eclipsenigh (25 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +3 Defense: +25 (+15 eff.) Fatigue: +5% Changes stats: +2 Cun / +3 Str Changes resistances: +6% darkness Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Infravision radius: +2 See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Belayahad' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex Changes resistances: +12% lightning / +6% cold / +5% arcane / +12% light Spell save: +9 (+3 eff.) A cap made of leather. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Relgaroruirion the dwarven-steel shield (0 def, 6 armour, 36-44 power, 121.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 36.5 - 43.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +122 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+2 eff.) Armour: +6 Fatigue: +8% Changes resistances: +14% acid / +5% fire / +22% lightning / +17% cold Talent granted: +1 Block Maximum life: +20.00 Handheld deflection devices. |
Shimmerbrand (0 def, 2 armour, 8-10 power, 23.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 Damage (Melee): +8 lightning When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +5% acid / +3% light / +3% blight / +6% fire / +6% cold / +5% lightning Talent granted: +1 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
corrosive dwarven-steel shield of the stars (0 def, 6 armour, 30-36 power, 78 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 Damage (Melee): +15 acid / +15 light / +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 36% Changes stats: +5 Mag / +3 Cun / +3 Con Changes resistances: +15% acid / +13% light / +13% darkness Changes damage: +13% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
crackling iron shield of shrapnel (0 def, 2 armour, 9-11 power, 22 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +11 lightning When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 2 lightning On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Changes stats: +2 Dex Changes resistances: +11% lightning Talent granted: +1 Block Handheld deflection devices. |
reinforced steel shield of resistance (0 def, 7 armour, 18-21 power, 68.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +68 When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +5% acid / +8% fire / +5% lightning / +5% cold Talent granted: +1 Block Handheld deflection devices. |
shocking voratun shield of resilience (0 def, 10 armour, 74-88 power, 209 block)Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +209 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 12 lightning Talent granted: +1 Block Maximum life: +48.00 Handheld deflection devices. |
7 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. |
561 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Earuthad' (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +12 Physical power: +14 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +8% darkness Damage affinity(heal): +15% darkness Critical mult.: +29.00% Only die when reaching: -80.00 life Maximum stamina: +30.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 353/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Flashmarrow [power 55] (22/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% darkness Changes damage: +18% arcane Mental save: +15 (+5 eff.) Life regen: +4.00 Spell crit. chance: +1% Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 55 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Salubeth the elm totem of healing [power 128] (22/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +6 Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +5 Str Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Eilinora the ash wand of clairvoyance [power 10] (22/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +4 Defense: +25 (+15 eff.) Changes stats: +2 Dex / +5 Con Changes resistances: +9% temporal Maximum wards: +4 acid / +4 temporal / +4 mind / +4 arcane Changes damage: +6% acid Talent granted: +1 Ward Critical mult.: +15.00% It can be used to reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Falosta the Boltminister [power 200] (22/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes damage: +6% lightning Critical mult.: +20.00% Mental save: +18 (+6 eff.) Psi when hit: +0.24 Mental crit. chance: +7% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tempestqueen [power 150] (22/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% lightning Infravision radius: +1 It can be used to fire a magical bolt dealing 159 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Salilaith' [power 150] (22/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +3 Str Changes damage: +6% physical It can be used to fire a magical bolt dealing 159 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
2 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Dward DualShieldAdvMdns the Dwarf Adventurer level 29
28th Loss 122nd year of Ascendancy at 13:27 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dward DualShieldAdvMdns the Dwarf Adventurer level 18
14th Wealth 122nd year of Ascendancy at 16:25 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Dward DualShieldAdvMdns the Dwarf Adventurer level 33
29th Shortage 122nd year of Ascendancy at 23:27 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun.By Dward DualShieldAdvMdns the Dwarf Adventurer level 28
16th Loss 122nd year of Ascendancy at 03:52 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Dward DualShieldAdvMdns the Dwarf Adventurer level 24
4th Loss 122nd year of Ascendancy at 10:14 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dward DualShieldAdvMdns the Dwarf Adventurer level 33
30th Shortage 122nd year of Ascendancy at 06:55 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Dward DualShieldAdvMdns the Dwarf Adventurer level 23
27th Dearth 122nd year of Ascendancy at 20:29 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Dward DualShieldAdvMdns the Dwarf Adventurer level 10
27th Profit 122nd year of Ascendancy at 22:38 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Dward DualShieldAdvMdns the Dwarf Adventurer level 20
2nd Dearth 122nd year of Ascendancy at 04:03 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Dward DualShieldAdvMdns the Dwarf Adventurer level 30
30th Loss 122nd year of Ascendancy at 06:58 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Dward DualShieldAdvMdns the Dwarf Adventurer level 31
6th Shortage 122nd year of Ascendancy at 21:30 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Dward DualShieldAdvMdns the Dwarf Adventurer level 24
4th Loss 122nd year of Ascendancy at 09:54 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Dward DualShieldAdvMdns the Dwarf Adventurer level 16
2nd Wealth 122nd year of Ascendancy at 13:06 see stats
Squadmate (Madness (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dward DualShieldAdvMdns the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 02:02 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Dward DualShieldAdvMdns the Dwarf Adventurer level 13
33rd Profit 122nd year of Ascendancy at 18:10 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Dward DualShieldAdvMdns the Dwarf Adventurer level 32
24th Shortage 122nd year of Ascendancy at 05:01 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Dward DualShieldAdvMdns the Dwarf Adventurer level 23
29th Dearth 122nd year of Ascendancy at 10:35 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Dward DualShieldAdvMdns the Dwarf Adventurer level 17
6th Wealth 122nd year of Ascendancy at 19:36 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Dward DualShieldAdvMdns the Dwarf Adventurer level 33
9th Iron 123rd year of Ascendancy at 00:06 see stats
Log
Rested for 1 turns (stop reason: taken damage).
Your time shield crumbles under the damage!
The fabric of time around Dward DualShieldAdvMdns stabilizes to normal.
The powerful time-altering energies generate a restoration field on Dward DualShieldAdvMdns.
Garrote from Adivea the faeros strangles Dward DualShieldAdvMdns!
Garrote from Adivea the faeros performs a melee critical strike against Dward DualShieldAdvMdns!
Your fire ward absorbs the damage!
Dward DualShieldAdvMdns's fire ward fades
Dward DualShieldAdvMdns recovers sight.
Dward DualShieldAdvMdns is no longer pinned.
Burning from Adivea the faeros hits Dward DualShieldAdvMdns for (29 warded), 0 fire (0 total damage).
Deadly Poison from Adivea the faeros hits Dward DualShieldAdvMdns for (123 to time), (53 turned into osmosis), 53 nature (53 total damage).
Garrote from Adivea the faeros hits Dward DualShieldAdvMdns for (9 warded), 0 fire (0 total damage).
Something performs a melee critical strike against Dward DualShieldAdvMdns!
The powerful blow energizes Dward DualShieldAdvMdns reducing their cooldowns!
Dward DualShieldAdvMdns resists the terror!
Dward DualShieldAdvMdns is disarmed!
Something performs a melee critical strike against Dward DualShieldAdvMdns!
The powerful blow energizes Dward DualShieldAdvMdns reducing their cooldowns!
Poison bursts out of Dward DualShieldAdvMdns's corpse!
Dward DualShieldAdvMdns's Burning from Adivea the faeros was extended!
Dward DualShieldAdvMdns's Sedated from Adivea the faeros was extended!
Dward DualShieldAdvMdns's Deadly Poison from Adivea the faeros was extended!
Dward DualShieldAdvMdns's Garrote from Adivea the faeros was extended!
Dward DualShieldAdvMdns's Spellsurge was disrupted!
Dward DualShieldAdvMdns is no longer suffering from insomnia.
Dward DualShieldAdvMdns's Insomnia was stripped!
Something hits Dward DualShieldAdvMdns for (101 turned into osmosis), 274 physical, (0 turned into osmosis), 302 physical (576 total damage).
Dward DualShieldAdvMdns the level 33 dwarf adventurer was mutilated to death by Adivea the faeros on level 1 of Mark of the Spellblaze.
Dward DualShieldAdvMdns is no longer sleeping.










































































































