












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 48 / 78% |
| Size | huge |
| Lifes / Deaths | Killed by The Master at level 25 on the 19th Stralite 123rd year of Ascendancy at 16:12 6 / 1 |
Primary Stats
| Strength | 149 (base 60) |
| Dexterity | 96 (base 60) |
| Constitution | 86 (base 60) |
| Magic | 8 (base 10) |
| Willpower | 30 (base 13) |
| Cunning | 34 (base 10) |
Resources
| Life | 2166/2166 |
| Stamina | 271/271 |
| Healing Factor | 2.1658352098045 |
| Regeneration | 110.77413784819 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 34.114754928839 |
| See Invisible | 37.114754928839 |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 78 |
| Crit Chance | 15% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Lightning | +6% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 150.83115868553 (100%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 68 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 18%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 15%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 100% |
| Silence Resistance | 33% |
| Confusion Resistance | 54% |
| Knockback Resistance | 50% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 773 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 46% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 625 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 390. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 vial of squid ink. * You've found the needed giant spider spinneret. * You've found the needed mummified bone. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Sungasher (0 def, 5 armour) =Healing Boots=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +15 Lck / +7 Dex Changes resistances: +15% lightning Changes resistances penetration: +10% fire Changes damage: +6% lightning / +18% fire Stealth bonus: +14 Life regen: +19.00 Healing mod.: +38% A pair of boots made of leather. |
| Light source | Scorpionbore the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil / +2 Con Changes resistances: +8% blight Changes resistances penetration: +25% nature Life regen: +7.00 Equilibrium when hit: +0.12 Mindpower: +25 (+8 eff.) Mental crit. chance: +3% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Halimasin the voratun helm (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +4 Cun / +10 Str Changes resistances: +18% acid / +18% darkness Teleport immunity: +20% Only die when reaching: -40.00 life Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's dwarven-steel gauntlets of dexterity (+3) (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +10 Armour Hardiness: +7% Fatigue: +3% Changes stats: +3 Dex / +10 Con Changes resistances: +6% physical 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 | elven-wood totem of healing [power 392] (9 cooldown) =Heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 392 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Yvinor' =Ring1=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +12 (+3 eff.) Changes stats: +6 Cun / +8 Dex Mental save: +9 (+3 eff.) Disease immunity: +20% Silence immunity: +10% Confusion immunity: +44% Maximum life: +60.00 Spellpower: +13 (+7 eff.) Mindpower: +11 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | Tide's kiss the steel ring =Ring2=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes resistances: +6% light / +9% cold Changes damage: +3% light Blindness immunity: +20% Silence immunity: +23% Mana each turn: +0.12 Infravision radius: +3 See stealth: +6 See invisible: +9 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Garkul's Teeth =BREATH=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 43/48) : Effective talent level: 5.6 Power cost: 6 out of 43/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 353.89 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
| In main hand | Thunderfall (161% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 36 power out of 34/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Around waist | skylord's drakeskin leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +4 Dex / +5 Wil / +4 Cun Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Mental save: +14 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Maneranik the voratun shield (0 def, 34 armour, 181% power, 351.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +352 Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +4 blight When wielded/worn: Armour: +34 Fatigue: +8% Changes stats: +5 Con Talent granted: +1 Block Physical save: +15 (+3 eff.) Stamina each turn: +3.00 Maximum stamina: +30.00 Handheld deflection devices. |
| Cloak | restorative elven-silk cloak of implacability (3 def, 0 armour) =Heal Cape=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +16% nature / +14% blight Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +7.00 Only die when reaching: -50.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing stralite plate armour of Eyal (0 def, 13 armour) =Regen=Requires: - Massive armour training - Strength 48 Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 16 acid / 9 fire Damage when hit (Melee): 11 acid / 8 fire Changes resistances: +18% acid / +22% fire Life regen: +9.00 Maximum life: +61.00 Healing mod.: +14% A suit of armour made of metal plates. |
Inventory
movement infusion of the titan (speed 845%; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 845% 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 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, physical, darkness, blight, 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, 2 physical, 3 darkness, 5 blight, 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 the Rift (270.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 270.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 333; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 333.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution 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 spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 7; phase 11; cd 17) 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: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. 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. |
stormshield rune of the sneak (threshold 17; blocks 5; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 5 times. 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 spell talent. |
teleportation rune of the titan (range 106; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Constitution 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 spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Emelydhenne =Anti-stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Con Changes resistances: +10% lightning Mental save: +3 (+1 eff.) Stun/Freeze immunity: +22% Mental crit. chance: +1% Amulets make your neck look great! |
Marderab the voratun amulet =HEAL PLUS=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +26% temporal Changes damage: +12% blight Critical mult.: +15.00% Cut immunity: +60% Pinning immunity: +43% Knockback immunity: +42% Maximum vim: +30.00 Spell crit. chance: +3% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs =Blind-fight=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing steel amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature / +12% blight Poison immunity: +20% Disease immunity: +21% Amulets make your neck look great! |
serendipitous stralite amulet of cunning (+12) =Lucky=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +12 Lck / +5 Cun Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 24/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Squalorsquall the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str / +9 Wil / +5 Cun / +8 Con Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +10% nature Mental save: +10 (+3 eff.) Mindpower: +8 (+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 11.73 cold and 11.73 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +22% Pinning immunity: +29% Knockback immunity: +23% Maximum life: +20.00 Rings make your fingers look great! |
stralite ring of life =More Regen Ring=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +10.00 Maximum life: +49.00 Healing mod.: +13% Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
warrior's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Cobraarc the stralite dagger (138% power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +16 nature When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +33% acid / +15% light / +15% lightning / +14% fire / +10% cold / +9% all Changes damage: +12% nature Spell save: +13 (+3 eff.) Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing voratun dagger of rage (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage When wielded/worn: Accuracy: +22 (+4 eff.) Changes stats: +6 Str Changes damage: +11% physical Sharp, short and deadly. |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Everpyre Blade (147% power, 10 apr) =Fire=Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Obsidianqueen the stralite mace (142% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +3 Dex / +2 Mag / +7 Wil Changes resistances: +6% acid Changes damage: +6% darkness Disarm immunity: +40% Blunt and deadly. |
acidic stralite mace of shearing (141% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +9% all Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.arcing stralite mace of massacre (151% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Blunt and deadly. |
warbringer's stralite mace of rage (143% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +9 (+2 eff.) Changes stats: +1 Str / +2 Con Changes resistances penetration: +7% physical Changes damage: +9% physical Disarm immunity: +17% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.potent dragonbone vilestaff of greater warding (147% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +9 (+3 eff.) Maximum wards: +3 acid Changes damage: +38% acid Talents granted: +4 Ward +1 Command Staff Spellpower: +19 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Malediction (150% power, 15 apr) Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+10 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
chilling stralite waraxe of massacre (144% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe of ruin (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +15 blight When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Critical mult.: +23.00% Disease immunity: +14% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Skeletal Claw (167% power, 8 apr) Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+2 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 12 power out of 20/20) : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 49.06 physical damage, and inflicting bleeding for another 24.53 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Galeidol the hardened leather belt =Accuracy=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +4 Dex / +4 Con Changes resistances: +10% light / +10% darkness Changes resistances penetration: +15% lightning Changes damage: +9% temporal Critical mult.: +10.00% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level.balancing drakeskin leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Cun / +4 Dex Mental save: +10 (+3 eff.) Spellpower: +3 (+2 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +8 Dex / +7 Cun / +6 Lck Trap disarming bonus: +12 Stealth bonus: +5 Mental crit. chance: +5% Infravision radius: +4 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +5 Dex / +4 Cun / +5 Con / +8 Lck Trap disarming bonus: +19 Stealth bonus: +9 Physical save: +8 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
Hurodir the cashmere cloak (8 def, 4 armour) =Elemental RES=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +12% lightning / +16% fire / +16% light Stealth bonus: +7 Poison immunity: +10% Disease immunity: +20% 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. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Velatira the cashmere cloak (13 def, 8 armour) =Power=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +8 Defense: +13 (+5 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Dex Changes resistances: +12% mind Physical save: +8 (+2 eff.) Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of the Shaloren (3 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes stats: +3 Mag / +4 Wil Changes resistances: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Mana each turn: +0.16 Maximum mana: +63.00 Spellpower: +28 (+14 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.slimy silk robe of corrosion (+27%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 7% chance to slow global speed by 54% * 7 arcane resource burn Changes resistances: +27% acid / +13% all Changes damage: +18% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Zanurand (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +5 Physical crit. chance: +10.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +3 Str Changes damage: +21% physical Maximum stamina: +20.00 A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +4 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
eldritch pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +3 Mag / +2 Wil / +2 Con Mana each turn: +0.23 Maximum mana: +20.00 Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of dwarven-steel boots 'Betelle' (25 def, 8 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +25 (+9 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Wil / +4 Cun / +3 Con Changes resistances penetration: +25% mind Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Cut immunity: +20% Maximum hate: +4.00 Infravision radius: +1 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of drakeskin leather boots (0 def, 14 armour) =Armour=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Changes resistances: +11% acid / +9% fire / +11% lightning / +11% cold A pair of boots made of leather. |
wanderer's pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Cun / +3 Con Changes resistances: +15% darkness / +15% temporal Changes resistances penetration: +15% darkness / +10% temporal Physical save: +15 (+3 eff.) Mental save: +17 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
Bregedil (30 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +2 Defense: +30 (+10 eff.) Damage (Melee): 8 acid / 7 fire / 6 cold / 5 lightning Changes stats: +3 Mag / +4 Wil / +7 Con Only die when reaching: -80.00 life Maximum stamina: +30.00 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. |
brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 arcane Changes stats: +3 Str / +3 Dex / +5 Mag / +5 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Spellpower: +7 (+4 eff.) 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. |
This item will automatically be transmogrified when you leave the level.heroic drakeskin leather gloves of archery (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Armour: +8 Changes stats: +6 Cun / +4 Dex Mental save: +10 (+3 eff.) Maximum life: +75.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of the verdant (0 def, 7 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +20% blight / +15% darkness / +9% arcane Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +13 (+3 eff.) Mental save: +8 (+2 eff.) Maximum life: +61.00 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. |
restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +18.00 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. |
This item will automatically be transmogrified when you leave the level.temporal voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 13 temporal Damage (Ranged): 9 temporal Changes stats: +6 Dex Changes resistances: +6% temporal Changes damage: +4% temporal 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. |
Ememina the hardened leather cap (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +6 Dex Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life A cap made of leather. |
Ivukira the hardened leather cap (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +3% Changes resistances: +6% acid / +11% fire / +4% physical / +10% cold Changes damage: +12% physical / +12% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
defender's drakeskin leather cap of might (5 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +12 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +4% all Physical save: +11 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm 'Byrand' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 blight Changes stats: +10 Wil Changes resistances: +15% blight Mental save: +15 (+4 eff.) Equilibrium when hit: +0.40 Mana when firing critical spell: +2.00 Maximum hate: +10.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +2 Str / +6 Dex / +7 Cun / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour) =RES!=Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 32.33 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
hardened dwarven-steel mail armour of implacability (3 def, 21 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +8% acid / +6% physical / +5% fire / +9% lightning / +7% cold Physical save: +8 (+2 eff.) A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) =Main=Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+4 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+3 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
impenetrable dwarven-steel plate armour of the dragon (0 def, 19 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Fatigue: +22% Changes resistances: +7% acid / +8% physical / +7% fire / +8% lightning / +10% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +21% A suit of armour made of metal plates. |
impenetrable iron plate armour of the deep (0 def, 15 armour) =Water-breath=Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
radiant voratun plate armour of implacability (0 def, 24 armour) =24 Armour=Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +14% Changes stats: +5 Wil Changes resistances: +25% blight / +30% darkness Physical save: +15 (+3 eff.) Light radius: +2 A suit of armour made of metal plates. |
radiant voratun plate armour of the deep (0 def, 21 armour) =Water breath 2.0=Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +30% blight / +11% cold / +23% darkness / +9% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.radiant voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +9% acid / +11% physical / +20% darkness / +19% blight / +11% cold / +15% lightning / +9% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +29% Stun/Freeze immunity: +23% Knockback immunity: +32% Light radius: +2 A suit of armour made of metal plates. |
searing voratun plate armour of command (10 def, 21 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Defense: +10 (+4 eff.) Fatigue: +22% Damage (Melee): 15 acid / 16 fire Damage when hit (Melee): 8 acid / 13 fire Changes stats: +5 Cun Changes resistances: +17% acid / +18% fire Mental save: +18 (+5 eff.) A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) =UNDEAD=Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Titanic (20 def, 18 armour, 159% power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
coruscating stralite shield (0 def, 8 armour, 158% power, 140.5 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (Melee): +10 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 1 fire Changes stats: +2 Str Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of resistance (0 def, 8 armour, 164% power, 137 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +137 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +2 Str / +5 Dex Changes resistances: +7% acid / +9% fire / +7% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
wrathful stralite shield of shrapnel (0 def, 8 armour, 162% power, 140.5 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (radius 2) on crit: +16 light / +18 fire When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 293 physical damage over 5 turns (1/turn) * Deals 43 light and fire damage to each enemy blocked Changes resistances: +7% light / +5% fire Talent granted: +1 Block Handheld deflection devices. |
2 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. |
273 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. |
8 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. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islakira (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Str / +3 Dex / +1 Wil / +2 Cun Changes resistances: +14% fire / +14% darkness / +2% physical Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =Pickaxe=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
bloodhexed dwarven-steel pickaxe (dig speed 25 turns) =StrWil=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +7 Str / +5 Wil Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 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. |
6 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.92 cold damage and 10.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Maximum life: +48.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving dwarven lantern of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight / +3% all Spell save: +10 (+2 eff.) Life regen: +9.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Maximum life: +44.00 Light radius: +3 Healing mod.: +12% 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. |
watchleader's dwarven lantern of corpselight =Seymore=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +14% blight / +12% darkness Blindness immunity: +42% Confusion immunity: +18% Spellpower: +6 (+3 eff.) Spell crit. chance: +4% Light radius: +9 Infravision radius: +4 See stealth: +19 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator =Fire AoE=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 372.88 fire damage (based on Magic) Activation costs 30 power out of 65/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)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 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) =Poison Bolt=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 232.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Sametir the stralite torque of gale force [power 270] (9 cooldown) =AoE Wind=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +12% acid / +2% physical / +6% temporal Silence immunity: +20% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 270 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 23% for 2 turns. * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Dimwing' [power 3] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +6% cold Changes resistances penetration: +5% cold Changes damage: +6% lightning / +12% cold / +30% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful stralite torque of mindblast [power 275] (9 cooldown) =Silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 275 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Snowvice' [power 261] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% cold / +5% arcane / +6% light Spell save: +3 (+0 eff.) It can be used to setup a psionic shield, reducing all damage taken by 261 for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.extending dragonbone totem of summon tentacle [power 365] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 917 Base Damage: 431 Armor: 38 All Resist: 41 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
piercing dragonbone totem of stinging [power 470] (9 cooldown) =Anti-Heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 470 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of thorny skin [power 57] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 70% Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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. |
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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ganondwarf the Dwarf Bulwark level 33
18th Gold 124th year of Ascendancy at 05:28 see stats
Against all odds
Killed Ukruk in the ambush.By Ganondwarf the Dwarf Bulwark level 32
9th Gold 124th year of Ascendancy at 19:41 see stats
Arachnophobia
Destroyed the spydric menace.By Ganondwarf the Dwarf Bulwark level 36
36th Dearth 124th year of Ascendancy at 22:28 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ganondwarf the Dwarf Bulwark level 36
1st Iron 125th year of Ascendancy at 22:27 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Ganondwarf the Dwarf Bulwark level 42
44th Steel 125th year of Ascendancy at 18:23 see stats
Brave new world
Went to the Far East and took part in the war.By Ganondwarf the Dwarf Bulwark level 35
26th Voratun 124th year of Ascendancy at 12:30 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ganondwarf the Dwarf Bulwark level 12
30th Profit 122nd year of Ascendancy at 18:40 see stats
Destroyer of the creation
Killed Slasul.By Ganondwarf the Dwarf Bulwark level 39
19th Iron 125th year of Ascendancy at 02:30 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ganondwarf the Dwarf Bulwark level 34
21st Voratun 124th year of Ascendancy at 20:54 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Ganondwarf the Dwarf Bulwark level 44
21st Voratun 125th year of Ascendancy at 19:18 see stats
Exterminator
Killed 1000 creatures.By Ganondwarf the Dwarf Bulwark level 18
27th Loss 122nd year of Ascendancy at 23:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ganondwarf the Dwarf Bulwark level 30
21st Loss 123rd year of Ascendancy at 07:05 see stats
Fear me not!
Survived the Fearscape!By Ganondwarf the Dwarf Bulwark level 33
10th Voratun 124th year of Ascendancy at 21:03 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Ganondwarf the Dwarf Bulwark level 40
19th Iron 125th year of Ascendancy at 12:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ganondwarf the Dwarf Bulwark level 25
12nd Voratun 123rd year of Ascendancy at 03:43 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ganondwarf the Dwarf Bulwark level 39
3rd Iron 125th year of Ascendancy at 10:11 see stats
Level 10
Got a character to level 10.By Ganondwarf the Dwarf Bulwark level 10
12nd Profit 122nd year of Ascendancy at 05:56 see stats
Level 20
Got a character to level 20.By Ganondwarf the Dwarf Bulwark level 20
12nd Shortage 122nd year of Ascendancy at 04:04 see stats
Level 30
Got a character to level 30.By Ganondwarf the Dwarf Bulwark level 30
18th Loss 123rd year of Ascendancy at 04:21 see stats
Level 40
Got a character to level 40.By Ganondwarf the Dwarf Bulwark level 40
19th Iron 125th year of Ascendancy at 02:30 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ganondwarf the Dwarf Bulwark level 48
11st Wealth 125th year of Ascendancy at 14:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ganondwarf the Dwarf Bulwark level 21
43rd Steel 123rd year of Ascendancy at 05:16 see stats
Size matters
Did over 600 damage in one attack.By Ganondwarf the Dwarf Bulwark level 25
18th Stralite 123rd year of Ascendancy at 23:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ganondwarf the Dwarf Bulwark level 34
22nd Voratun 124th year of Ascendancy at 15:18 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ganondwarf the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 06:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ganondwarf the Dwarf Bulwark level 20
24th Iron 123rd year of Ascendancy at 07:24 see stats
The secret city
Discovered the truth about mages.By Ganondwarf the Dwarf Bulwark level 12
38th Profit 122nd year of Ascendancy at 09:50 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Ganondwarf the Dwarf Bulwark level 14
31st Dearth 122nd year of Ascendancy at 03:06 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Ganondwarf the Dwarf Bulwark level 41
18th Steel 125th year of Ascendancy at 23:31 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Ganondwarf the Dwarf Bulwark level 20
24th Iron 123rd year of Ascendancy at 04:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ganondwarf the Dwarf Bulwark level 27
15th Dearth 123rd year of Ascendancy at 23:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ganondwarf the Dwarf Bulwark level 19
10th Shortage 122nd year of Ascendancy at 00:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ganondwarf the Dwarf Bulwark level 31
8th Gold 124th year of Ascendancy at 20:52 see stats
Log
Ganondwarf hits Fyrk, Faeros High Guard for 190 physical, 3 fire, 30 acid, 23 blight, 412 physical, 1 fire, 12 acid, 39 lightning, 24 physical, 79 lightning, 47 physical, 249 physical, 1 fire, 12 acid, 39 lightning, 24 physical, 79 lightning (1263 total damage).
Melee retaliation hits Ganondwarf for 30 fire, 30 fire, 30 fire (89 total damage).
Fyrk, Faeros High Guard's cleansing fire area effect hits Ganondwarf for 23 fire damage.
Ganondwarf killed Fyrk, Faeros High Guard!
Burning from Fyrk, Faeros High Guard hits Ganondwarf for 16 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Ganondwarf for 23 fire damage.
Ganondwarf picks up ( .): pearl.
Ganondwarf picks up (L.): balancing drakeskin leather belt of the mystic.
Ganondwarf picks up (Z.): pair of drakeskin leather boots of disengagement (0 def, 5 armour).
Ganondwarf picks up (8.): temporal voratun gauntlets of dexterity (+6) (0 def, 3 armour).
Ganondwarf picks up (G.): Malediction (150% power, 15 apr).
Lore found: Malediction
You can read all your collected lore in the game menu, by pressing Escape.
Talent Block is ready to use.
Burning from Fyrk, Faeros High Guard hits Ganondwarf for 16 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Ganondwarf for 23 fire damage.
Ganondwarf stops burning.
Talent Shield Slam is ready to use.
Fyrk, Faeros High Guard's cleansing fire area effect hits Ganondwarf for 23 fire damage.
Talent Shattering Shout is ready to use.
There is a Unremarkable cave 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.
Orcs patrol has regained its confidence.
You enter the swirling portal and in the blink of an eye you are back to the far east.
Saving game...
Saving done.




















































































































































