Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Bastion 1.4.6A complete rework for Bulwark. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Items Vault 1.4.8Donators/Buyers bonus! Gladiator 1.4.6Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Revised Short Staves 1.4.6Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Forge Knight |
Level / Exp | 20 / 62% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 20 on the 8th Profit 122nd year of Ascendancy at 13:21 / 1 |
Primary Stats
Strength | 70 (base 47) |
Dexterity | 47 (base 47) |
Constitution | 50 (base 47) |
Magic | 69 (base 47) |
Willpower | 48 (base 36) |
Cunning | 34 (base 10) |
Resources
Life | -62/1328 |
Equilibrium | 0 |
Stamina | 352/352 |
Vim | 13/276 |
Healing Factor | 1.3117532043077 |
Regeneration | 35.631584294353 |
Speed
Mental | +15.1% |
Attack | +15.1% |
Movement | +78.283646509902% |
Spell | +15.1% |
Global | +112.55% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 60 |
Accuracy | 46 |
Crit Chance | 40% |
APR | 21 |
Speed | 0.75 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 22% |
Speed | 0.86880973066899 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 24% |
Speed | 0.86880973066899 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 50.55 (93.924050632911%) |
Defense | 25 |
Ranged Defense | 29 |
Fatigue | 26.023130715438 |
Physical Save | 40 |
Spell Save | 35 |
Mental Save | 35 |
Defense: Resistances
All | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Bleed Resistance | 27% |
Confusion Resistance | 32% |
Stun Resistance | 27% |
Disarm Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Armor forging | 1.40 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 1.40 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Forge powers | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
Quests
You failed to protect the lone alchemist from death by slumbering wolf. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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. | active |
Equipment
On feet | pair of iron boots 'Ce'Nomira' (3 def, 3 armour) pair of iron boots 'Ce'Nomira' (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes resistances: +3% lightning Changes damage: +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (105 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Turonarimnir the linen wizard hat (1 def, 0 armour) Turonarimnir the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% blight Psi each turn: +0.11 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
On hands | Gilunarifang the iron gauntlets (0 def, 1 armour) Gilunarifang the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Changes stats: +3 Str / +3 Mag Changes resistances: +9% blight / +1% physical / +3% nature Changes damage: +4% arcane Spell save: +10 (+5 eff.) Disarm immunity: +5% Confusion immunity: +10% Only die when reaching: -60.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Chargenoon ChargenoonInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 lightning Changes stats: +3 Wil Changes resistances: +9% lightning Changes damage: +9% nature Mental save: +6 (+3 eff.) Life regen: +0.60 Maximum life: +42.00 Healing mod.: +11% Rings can have magical properties. |
On fingers | steel ring 'Airbraze' steel ring 'Airbraze'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +1 Wil / +6 Cun Changes resistances: +13% arcane Changes damage: +13% arcane Critical mult.: +10.00% Mental save: +6 (+3 eff.) Confusion immunity: +22% Maximum hate: +2.00 Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused 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... |
In main hand | reforged Skullcleaver (28.5-39.9 power, 18 apr) reforged Skullcleaver (28.5-39.9 power, 18 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 28.5 - 39.9 Uses stat: 116% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +18 Physical crit. chance: +19.0% Attack speed: 116% When this weapon hits: Greater Weapon Focus (10% chance level 2). When this weapon hits: Flameshock (10% chance level 3). Lifesteal (this weapon only): +10% Damage (Melee): +21 cold Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight / +11% physical Talent granted: +3 Bone Grab One-handed war axes. |
Around waist | Islimina the rough leather belt Islimina the rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% acid / +6% blight Grants telepathy: Humanoid/Orc A belt that goes around your waist. |
In off hand | reforged Shocksear the iron shield (6 def, 9 armour, 21 block) reforged Shocksear the iron shield (6 def, 9 armour, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +11% arcane / +13% nature Talent granted: +1 Block Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
Cloak | Berulathalach the linen cloak (1 def, 0 armour) Berulathalach the linen cloak (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +15% arcane / +5% blight Changes damage: +6% blight Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | reforged Flashwrest the iron plate armour (5 def, 17 armour) reforged Flashwrest the iron plate armour (5 def, 17 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +17 Defense: +5 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 8 nature Changes resistances: +13% lightning / +41% fire Changes damage: +6% fire Talents granted: +1 Waters of Life +1 Power Catalyst: Mind Physical save: +18 (+6 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +4.80 Stamina each turn: +0.70 Maximum life: +121.00 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet 'Blazeresolve' copper amulet 'Blazeresolve'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +9% lightning Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +10% fire Amulets can have magical properties. |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
forged iron battleaxe (25.6-38.4 power, 6 apr) forged iron battleaxe (25.6-38.4 power, 6 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 25.6 - 38.4 Uses stat: 131% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +6 Physical crit. chance: +6.5% Attack speed: 105% Damage against: +7% Unnatural When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +2 Wil Changes resistances penetration: +5% nature Massive two-handed battleaxes. |
iron greatmaul (18-27 power, 1 apr) iron greatmaul (18-27 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
Xanerilaith (12-16.8 power, 2 apr) Xanerilaith (12-16.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +15% blight / +6% mind / +6% darkness Spell save: +6 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% Sharp, long, and deadly. |
forged iron longsword (20-28 power, 16 apr) forged iron longsword (20-28 power, 16 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 20.0 - 28.0 Uses stat: 113% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +9.5% Attack speed: 116% When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
reforged Noonmaim the iron longsword (20-28 power, 16 apr) reforged Noonmaim the iron longsword (20-28 power, 16 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 20.0 - 28.0 Uses stat: 116% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +9.5% Attack speed: 116% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +4 light / +20 lightning When wielded/worn: Armour penetration: +6 Changes stats: +1 Wil Changes resistances: +6% all Changes resistances penetration: +15% blight / +6% physical / +14% nature Changes damage: +3% arcane / +17% physical Talent granted: +4 Blindside Vim when firing critical spell: +3.00 Maximum mana: +80.00 Light radius: +1 Sharp, long, and deadly. |
Belizilagalen the Scumradiance (12.5-17.5 power, 2 apr) Belizilagalen the Scumradiance (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire When wielded/worn: Armour penetration: +6 Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% nature Changes resistances penetration: +7% physical / +10% darkness / +15% nature Changes damage: +6% physical Blunt and deadly. |
forged iron mace (21-29.4 power, 16 apr) forged iron mace (21-29.4 power, 16 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 21.0 - 29.4 Uses stat: 114% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 116% When this weapon hits: Virulent Disease (10% chance level 2). Damage (Melee): +10 insidious poison / +13 lightning When wielded/worn: Changes resistances: +5% arcane Changes damage: +8% light Blunt and deadly. |
forged iron mace (21-29.4 power, 16 apr) forged iron mace (21-29.4 power, 16 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 21.0 - 29.4 Uses stat: 113% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 116% When wielded/worn: Changes resistances penetration: +15% mind Blunt and deadly. |
iron mace of massacre (17.5-24.5 power, 2 apr) iron mace of massacre (17.5-24.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
iron waraxe 'Eleta' (10-14 power, 2 apr) iron waraxe 'Eleta' (10-14 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to daze * 40% chance to disease Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +4 Con Changes resistances penetration: +7% lightning Disarm immunity: +22% One-handed war axes. |
reforged Dusktrail (19.5-27.3 power, 16 apr) reforged Dusktrail (19.5-27.3 power, 16 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.5 - 27.3 Uses stat: 114% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +10.5% Attack speed: 116% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 insidious poison / +19 nature When wielded/worn: Changes resistances: +9% darkness Changes damage: +8% light Psi when hit: +0.08 Maximum hate: +8.00 Mental crit. chance: +1% One-handed war axes. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
forged iron shield (6 def, 9 armour, 30 block) forged iron shield (6 def, 9 armour, 30 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 10% chance to gain 10% of a turn Changes resistances: +6% lightning / +10% temporal / +13% nature Talent granted: +1 Block Critical mult.: +5.00% Spell save: +12 (+5 eff.) Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
iron shield (4 def, 2 armour, 23.5 block) iron shield (4 def, 2 armour, 23.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
masterforged iron shield (6 def, 14 armour, 43 block) masterforged iron shield (6 def, 14 armour, 43 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +14 Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% lightning / +13% cold Talent cooldown: Switch Place (-1 turn) Talents granted: +4 Banish +1 Block Spell save: +13 (+6 eff.) Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
forged iron mail armour (4.5 def, 12 armour) forged iron mail armour (4.5 def, 12 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 8 lightning / 8 mind Changes resistances: +15% lightning / +13% cold Talents granted: +2 Repulsion Field +1 Power Catalyst: Magic Physical save: +12 (+4 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +1.05 Maximum life: +76.00 A suit of armour made of mail. |
forged iron mail armour (4.5 def, 12 armour) forged iron mail armour (4.5 def, 12 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +17% lightning / +22% fire / +6% nature Talent cooldown: Searing Assault (-1 turn) Talents granted: +1 Burrow +1 Power Catalyst: Mind Physical save: +12 (+4 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +1.05 Maximum life: +76.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
forged iron plate armour (5 def, 15.5 armour) forged iron plate armour (5 def, 15.5 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +16 Defense: +5 (+3 eff.) Fatigue: +20% Changes resistances: +13% lightning / +15% cold Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% A suit of armour made of metal plates. |
reforged Brenikan the iron plate armour (5 def, 15.5 armour) reforged Brenikan the iron plate armour (5 def, 15.5 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +16 Defense: +5 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 12 mind Changes resistances: +13% lightning / +3% temporal / +6% light / +16% cold / +16% fire Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% A suit of armour made of metal plates. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
Jetreeve the linen cloak (1 def, 0 armour) Jetreeve the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% lightning / +10% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
pair of iron boots 'Soottreason' (0 def, 8 armour) pair of iron boots 'Soottreason' (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes damage: +9% darkness Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xana the rough leather gloves (0 def, 1 armour) Xana the rough leather gloves (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Dex / +2 Con Changes resistances: +6% light Changes damage: +3% light Mana each turn: +0.04 Maximum life: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive rough leather gloves of strength (+3) (0 def, 1 armour) corrosive rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +3 Str Changes resistances: +5% acid Changes damage: +3% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emariawe the Blazefiend (0 def, 1 armour) Emariawe the Blazefiend (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes stats: +1 Dex Changes resistances: +6% blight Changes damage: +4% blight Infravision radius: +3 See invisible: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
8 nuummite 8 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
7 agate 7 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
10 verdite 10 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 tiny geode 9 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
322 alchemist agate 322 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Hettuchak the brass lantern Hettuchak the brass lanternPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +6% darkness Changes damage: +6% light / +3% blight Damage affinity(heal): +5% light Mana when firing critical spell: +3.00 Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 18.03 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
Naturebreacher NaturebreacherCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances penetration: +5% nature Light radius: +4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Emovea the iron pickaxe (dig speed 30 turns) Emovea the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% lightning / +3% temporal Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Tarc the Dwarf Forge Knight level 19
3rd Profit 122nd year of Ascendancy at 22:28 see stats
By Tarc the Dwarf Forge Knight level 10
28th Voratun 122nd year of Ascendancy at 18:04 see stats
By Tarc the Dwarf Forge Knight level 20
8th Profit 122nd year of Ascendancy at 10:37 see stats
By Tarc the Dwarf Forge Knight level 5
20th Voratun 122nd year of Ascendancy at 01:00 see stats
By Tarc the Dwarf Forge Knight level 19
4th Profit 122nd year of Ascendancy at 21:08 see stats
By Tarc the Dwarf Forge Knight level 16
31st Voratun 122nd year of Ascendancy at 12:00 see stats
Log
Eldritch eye casts Mind Disruption.
Tarc resists!
Gloreledhenn the headless horror hits Tarc for 34 arcane damage.
Talent Armour Forging is ready to use.
Talent Artifact Restoration is ready to use.
Talent Weapon Forging is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Waters of Life is ready to use.
Tarc hits War hound for 12 lightning, 14 blight, 9 nature (34 total damage).
War hound hits Tarc for 53 physical damage.
Tarc is confused and fails to use Infusion: Regeneration.
Eldritch eye casts Mind Disruption.
Tarc hits War hound for 12 lightning, 14 blight, 9 nature (34 total damage).
War hound hits Tarc for 51 physical damage.
Tarc uses Infusion: Wild.
Tarc lessens the pain.
Eldritch eye casts Mind Disruption.
Tarc resists!
Tarc hits War hound for 12 lightning, 14 blight, 9 nature (34 total damage).
War hound hits Tarc for 42 physical damage.
Talent Waters of Life is ready to use.
Tarc hits War hound for 12 lightning, 14 blight, 9 nature (34 total damage).
War hound hits Tarc for 44 physical damage.
Eldritch eye casts Mind Disruption.
Tarc shrugs off the effect 'Confused'!
Saving game...