Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 24 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Ornevey the human at level 17 on the 5th Wealth 122nd year of Ascendancy at 23:20 4 / 2Killed by greater multi-hued wyrm at level 20 on the 2nd Dearth 122nd year of Ascendancy at 23:30 |
Primary Stats
| Strength | 43 (base 28) |
| Dexterity | 10 (base 10) |
| Constitution | 32 (base 22) |
| Magic | 38 (base 34) |
| Willpower | 54 (base 40) |
| Cunning | 14 (base 10) |
Resources
| Life | 704/704 |
| Mana | 378/378 |
| Equilibrium | 30 |
| Positive | 86/119 |
| Healing Factor | 1.3 |
| Regeneration | 0.845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 29 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 29 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30.5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.7 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Lightning | +12% |
| Physical | +10% |
Offense: Damage Penetration
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 45.270672031346 (60%) |
| Defense | 24.5 |
| Ranged Defense | 34.5 |
| Fatigue | 37 |
| Physical Save | 37 |
| Spell Save | 36.475 |
| Mental Save | 34.775 |
Defense: Resistances
| Darkness | + 11%( 70%) |
| Acid | + 9%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 25%( 70%) |
| Blight | + 25%( 70%) |
| Lightning | + 45%( 70%) |
| Cold | + 25%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 278 life. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Shards |
| talent | Eldritch Infusion |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 7 of Dreadfell) | failed |
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 |
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. | 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 230. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed vampire lord fang. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 chunk of ghoul flesh. * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. | 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! | 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 within5 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 | Ariravena (0 def, 3 armour) Ariravena (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 Armour: +3 Fatigue: +3% Changes stats: +2 Cun Damage when the wearer hits(melee): 2 physical Life regen: +0.40 Maximum psi: +20.00 A pair of boots made of leather. |
| Quiver | 65 alchemist agate 65 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. |
| Light source | guard's alchemist's lamp of corpselight guard's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 Spellpower: +3 Spell crit. chance: +3% Light radius: +3 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 of war-making (0 def, 2 armour) dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Critical mult.: +8.00% Spell crit. chance: +7% Mental crit. chance: +13% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | warrior's gold ring of lightning (+24%) warrior's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | acidic stralite shield of lightning resistance (+18%) (10 def, 2 armour, 47 dam, 144 block) acidic stralite shield of lightning resistance (+18%) (10 def, 2 armour, 47 dam, 144 block)Requires: - Strength 35 - 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: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +144 Damage when this weapon hits: +12 acid blind When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 12 acid Changes resistances: +18% lightning Talent granted: +4 Block Handheld deflection devices |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | stralite shield of the sun (10 def, 2 armour, 53 dam, 135.5 block) stralite shield of the sun (10 def, 2 armour, 53 dam, 135.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +136 Damage when this weapon hits: +16 light When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 10 light Changes resistances: +5% darkness / +6% light Talent granted: +4 Block It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.93 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
| Cloak | regal linen cloak of the hunt (1 def, 0 armour) regal linen cloak of the hunt (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -4% Changes stats: +2 Wil Mental save: +5 Maximum life: +47.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.0 Power cost: 45 out of 45/45. 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 36% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gorelesus (opal) (4 def, 9 armour) Gorelesus (opal) (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Damage when the wearer hits(melee): 8 acid Damage when the wearer is hit: 4 temporal / 4 acid Changes resistances: +3% acid Changes resistances penetration: +5% temporal A suit of armour made of metal plates. |
Inventory
movement infusion (626% speed; 5 turns) movement infusion (626% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 241 over 5 turns) regeneration infusion (heal 241 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 15%; cure physical) wild infusion of the sneak (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 19%; cure mental) wild infusion of the warrior (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the duelist (640% regen over 10 turns; 32 instant mana) manasurge rune of the duelist (640% regen over 10 turns; 32 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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 640% over 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 6; power 21; dur 4) phase door rune of the sneak (range 6; power 21; dur 4)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 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 382 for 4 turns) shielding rune of the warrior (absorb 382 for 4 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 382 damage for 4 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. |
teleportation rune of the duelist (range 46) teleportation rune of the duelist (range 46)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 64) teleportation rune of the wizard (range 64)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. 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. |
Flashpiety FlashpietyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex Damage when the wearer is hit: 4 fire Amulets can have magical properties. |
Xatha XathaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 12 mind Changes resistances: +6% mind Changes damage: +3% mind Amulets can have magical properties. |
cleansing steel amulet of cunning (+3) cleansing steel amulet of cunning (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% blight Disease immunity: +26% Amulets can have magical properties. |
cleansing steel amulet of mastery (0.16 Wild-gift / Earthen power) cleansing steel amulet of mastery (0.16 Wild-gift / Earthen power)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% blight Talent mastery: +0.16 Wild-gift / Earthen power Disease immunity: +24% Amulets can have magical properties. |
mindweaver's steel amulet mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Mental save: +5 Confusion immunity: +11% Mindpower: +6 Amulets can have magical properties. |
restful steel amulet of magic (+2) restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +0.40 Amulets can have magical properties. |
steel amulet of willpower (+2) steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +10% Infravision radius: +2 See invisible: +8 Amulets can have magical properties. |
vitalizing steel amulet vitalizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +6 Life regen: +0.40 Maximum life: +41.00 Amulets can have magical properties. |
wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag / +5 Cun / +5 Con Mana each turn: +0.24 Maximum mana: +20.00 Amulets can have magical properties. |
Blazeripper BlazeripperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances: +3% lightning Changes damage: +6% mind Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Stormusher StormusherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 lightning Changes resistances: +12% lightning / +3% mind Changes resistances penetration: +5% lightning Rings can have magical properties. |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
mule's gold ring of perseverance mule's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +20 Stun/Freeze immunity: +23% Life regen: +1.50 Rings can have magical properties. |
psionicist's gold ring of mental power psionicist's gold ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Mindpower: +7 Rings can have magical properties. |
psionicist's steel ring of lightning (+24%) psionicist's steel ring of lightning (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +8 Rings can have magical properties. |
rogue's stralite ring of arcana(+0.14/turn) rogue's stralite ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 Changes stats: +3 Cun Silence immunity: +22% Mana each turn: +0.14 Rings can have magical properties. |
savior's steel ring of arcane power savior's steel ring of arcane powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +6 Spellpower: +7 Rings can have magical properties. |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +20% Mindpower: +8 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
warrior's copper ring of physical power warrior's copper ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's gold ring of clarity warrior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +5 Confusion immunity: +23% Rings can have magical properties. |
warrior's stralite ring of fire (+20%) warrior's stralite ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
wizard's steel ring of arcana(+0.12/turn) wizard's steel ring of arcana(+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Silence immunity: +25% Mana each turn: +0.12 Rings can have magical properties. |
wizard's steel ring of arcane power wizard's steel ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Spellpower: +8 Rings can have magical properties. |
Zeritar ZeritarPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes damage: +3% blight Life regen: +0.20 A belt that goes around your waist. |
clarifying rough leather belt of carrying clarifying rough leather belt of carryingPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mental save: +6 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
thick linen cloak of stability (1 def, 5 armour) thick linen cloak of stability (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earuthad (opal) (0 def, 0 armour) Earuthad (opal) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Mag / +5 Wil / +2 Cun / +2 Con Spellpower on spell critical (stacks up to 3 times): +6 New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 32.53 to 97.60 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 129.47 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
heroic rough leather gloves of dexterity (+3) (0 def, 5 armour) heroic rough leather gloves of dexterity (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +5 Changes stats: +3 Dex Mental save: +5 Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 Armour: +2 Changes stats: +3 Str Damage when the wearer hits(melee): 7 nature Changes resistances: +7% nature Changes damage: +5% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 50 power out of 50/50) : Effective talent level: 2.4 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
grounding hardened leather cap of the depths (0 def, 3 armour) grounding hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +5% temporal Allows you to breathe in: water A cap made of leather. |
spiked dwarven-steel plate armour of command (13 def, 16 armour) spiked dwarven-steel plate armour of command (13 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +13 Fatigue: +24% Changes stats: +2 Cun Damage when the wearer is hit: 10 physical Mental save: +15 A suit of armour made of metal plates. |
living dwarven-steel shield (8 def, 2 armour, 32.5 dam, 81 block) living dwarven-steel shield (8 def, 2 armour, 32.5 dam, 81 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +81 Damage when this weapon hits: +12 nature When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 nature Changes resistances: +13% nature / +10% blight Talent granted: +3 Block Maximum life: +55.00 Handheld deflection devices |
reinforced stralite shield of reflection (10 def, 6 armour, 48.5 dam, 197.5 block) reinforced stralite shield of reflection (10 def, 6 armour, 48.5 dam, 197.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +198 When wielded/worn: Armour: +6 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +12% darkness / +13% light Talent granted: +4 Block Handheld deflection devices |
3 onyx 3 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
17 aquamarine 17 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 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
8 opal 8 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 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 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of strength (dig speed 30 turns) dwarven-steel pickaxe of strength (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +1 Str It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
5 jade 5 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 When used as an alchemist bomb: Additional 0 slow damage Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Duragorn DuragornPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Dex / +2 Mag Grants telepathy: Demon/Minor Demon/Major Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
ruby 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 When used as an alchemist bomb: Bomb damage +20% 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 372/400. 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 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. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
Faludir of illumination [power 7] (5 cooldown) Faludir of illumination [power 7] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Cun Damage when the wearer is hit: 8 mind Psi each turn: +0.10 Heals friendly targets nearby when you use a nature summon: +30 It can be used to light the area (rad 7), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of illumination [power 8] (7 cooldown) supercharged ash wand of illumination [power 8] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to light the area (rad 8), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elven-wood wand of conjuration [power 343] (9 cooldown) supercharged elven-wood wand of conjuration [power 343] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 172-343), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz 6 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% When used as an alchemist bomb: Additional 10 spell knockback damage Gems can be sold for money or used in arcane rituals. |
3 amber 3 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 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 Nagria the Dwarf Stone Warden level 24
14th Dearth 122nd year of Ascendancy at 15:58 see stats
Against all odds
Killed Ukruk in the ambush.By Nagria the Dwarf Stone Warden level 24
13rd Dearth 122nd year of Ascendancy at 00:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nagria the Dwarf Stone Warden level 18
21st Wealth 122nd year of Ascendancy at 15:37 see stats
Exterminator
Killed 1000 creatures.By Nagria the Dwarf Stone Warden level 17
10th Wealth 122nd year of Ascendancy at 02:52 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nagria the Dwarf Stone Warden level 15
22nd Profit 122nd year of Ascendancy at 15:38 see stats
Level 10
Got a character to level 10.By Nagria the Dwarf Stone Warden level 10
7th Profit 122nd year of Ascendancy at 03:12 see stats
Level 20
Got a character to level 20.By Nagria the Dwarf Stone Warden level 20
30th Wealth 122nd year of Ascendancy at 16:38 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nagria the Dwarf Stone Warden level 15
27th Profit 122nd year of Ascendancy at 14:50 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Nagria the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 15:36 see stats
The Arena
Unlocked Arena mode.By Nagria the Dwarf Stone Warden level 7
31st Voratun 122nd year of Ascendancy at 22:14 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Nagria the Dwarf Stone Warden level 13
19th Profit 122nd year of Ascendancy at 11:46 see stats
The secret city
Discovered the truth about mages.By Nagria the Dwarf Stone Warden level 11
10th Profit 122nd year of Ascendancy at 02:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nagria the Dwarf Stone Warden level 22
11st Dearth 122nd year of Ascendancy at 17:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nagria the Dwarf Stone Warden level 17
41st Profit 122nd year of Ascendancy at 10:02 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nagria the Dwarf Stone Warden level 23
12nd Dearth 122nd year of Ascendancy at 12:11 see stats
Log
You gain 2.80 gold from the transmogrification of healer's alchemist's lamp of clarity.
You extract lapis lazuli from reinforced dwarven-steel shield of harmony (8 def, 11 armour, 28 dam, 98 block)
You gain 12.00 gold from the transmogrification of lapis lazuli.
You extract emerald from radiant dwarven-steel mail armour (3 def, 8 armour)
You gain 12.00 gold from the transmogrification of emerald.
You gain 3.45 gold from the transmogrification of cashmere wizard hat of decomposition (2 def, 0 armour).
You extract emerald from Morbusbreacher (18.5-25.9 power, 4 apr)
You gain 12.00 gold from the transmogrification of emerald.
You gain 4.56 gold from the transmogrification of potent dragonbone starstaff of fate (32-38.4 power, 6 apr, darkness damage).
You gain 6.35 gold from the transmogrification of blighted elven-wood vilestaff of projection (25-30 power, 5 apr, fire damage).
You extract emerald from plaguebringer's dwarven-steel longsword (23.5-32.9 power, 4 apr)
You gain 12.00 gold from the transmogrification of emerald.
You extract emerald from caustic dwarven-steel longsword (25-35 power, 4 apr)
You gain 12.00 gold from the transmogrification of emerald.
You extract onyx from dwarven-steel dagger of evisceration (16.5-21.45 power, 7 apr)
You gain 12.00 gold from the transmogrification of onyx.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 14th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
Saving done.
