













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Quantum Slider 1.7.4Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 7 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is equal or higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Nexus improved tooltips 1.7.4No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.0Donators/Buyers bonus! Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Auto Loot Transmo Translated 1.7.4This addon is modified from Auto Loot Transmo by helminthauge, to add support for translation and provide a simple chinese translation Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. New Alchemist 1.7.2Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Light |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 44 / 17% |
Size | medium |
Lifes / Deaths | Killed by Isykira the bloated horror at level 24 on the 7th Profit 122nd year of Ascendancy at 08:26 3 / 4Killed by Salumivena the forest troll at level 33 on the 23rd Profit 122nd year of Ascendancy at 04:23 Killed by Gloronor the dwarven stoneguard at level 37 on the 27th Profit 122nd year of Ascendancy at 11:50 Killed by Cyruseth the temporal stalker at level 44 on the 44th Profit 122nd year of Ascendancy at 04:49 |
Primary Stats
Strength | 73 (base 59) |
Dexterity | 35 (base 10) |
Constitution | 13 (base 10) |
Magic | 63 (base 60) |
Willpower | 84 (base 60) |
Cunning | 28 (base 10) |
Resources
Life | 1513/1513 |
Mana | 663/663 |
Equilibrium | 45 |
Healing Factor | 1.5683363011316 |
Regeneration | 44.305500506968 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 25.549391208114 |
See Invisible | 25.549391208114 |
Offense: Mainhand
Damage | 248 |
Accuracy | 62 |
Crit Chance | 36% |
APR | 0 |
Speed | 0.91 |
Offense: Offhand
Damage | 108 |
Accuracy | 62 |
Crit Chance | 35% |
APR | 0 |
Speed | 0.91 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +24% |
All | +15% |
Darkness | +21% |
Physical | +22% |
Acid | +28% |
Nature | +25% |
Offense: Damage Penetration
Darkness | +20% |
Lightning | +25% |
Nature | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.376309735244 (65.897138898113%) |
Defense | 36 |
Ranged Defense | 44 |
Fatigue | 39 |
Physical Save | 63 |
Spell Save | 63 |
Mental Save | 73 |
Defense: Resistances
Acid | + 32%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 27%( 70%) |
All | + 6%( 70%) |
Lightning | + 13%( 70%) |
Light | + 59%(100%) |
Physical | + 21%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 33%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Pinning Resistance | 34% |
Disarm Resistance | 50% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Silence Resistance | 75% |
Stun Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Shards |
talent | Eldritch Infusion |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *The source of this power should... exist. Take it, and break free of this fractured place! | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining the Cunning/Scoundrel tree, unlocked. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Chronomancy/Energy tree, locked, as well as some general improvements. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Wild-gift/Harmony tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +25% Confus Resist +32% Stun Resist +34% other ------- Stamina/turn +0.30 Max stamina +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | The Eternal Glimmer The Eternal Glimmer0.0 Encumbrance unknown lite [Unique] Unknown While equipped: Stats +15 Wil offense ------ Mind Crit +8% Mindpower +22 (+5 eff.) Damage +15% all defense ------ Resistance +50% light +6% all Max Resistance +30% light Affinity +20% light Physical save +30 (+7 eff.) Spell save +30 (+7 eff.) Mind save +60 (+13 eff.) Life +120.00 Confus Resist +100% other ------- Light +10 Solace. Safety. A whisper that all will be well. The soft shine promises all this and more, and it has kept that promise for as long as you have carried it. |
On head | ![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +8.3% Physical Power +20 (+4 eff.) Ignore resists +25% lightning Accuracy +15 (+4 eff.) defense ------ Armor +11 Fatigue +5% Resistance +15% fire +9% nature +15% cold other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: offense ------ Physical Crit +13.0% Spell Crit +7% Mind Crit +11% Critical power +8.00% Accuracy +5 (+2 eff.) defense ------ Armor +6 Fatigue +3% Resistance +6% fire Physical save +5 (+1 eff.) Mind save +15 (+4 eff.) Life +56.00 Cut Resist +20% Silence Resist +20% Disarm Resist +20% 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 | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +20% darkness defense ------ Resistance +6% darkness +6% light Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 9 turn cooldown 100% to heal for 59. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +11 (+2 eff.) Move Speed +15% Accuracy +8 (+2 eff.) defense ------ Defense +9 (+4 eff.) Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 3.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +6 Dex offense ------ Ignore resists +10% nature Accuracy +9 (+3 eff.) When Hit 4 arcane defense ------ Resistance +15% nature +5% arcane Mind save +8 (+2 eff.) Life +31.00 Life Regen +12.00 Healmod +27% Disarm Resist +20% Confus Resist +30% Pinning Resist +34% Knockbk Resist +38% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +7 (+1 eff.) Mindpower +25 (+5 eff.) Combat Speed +10% Damage +9% lightning +7% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 45 other ------- EQ when Hit +0.16 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 73.5 - 88.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +216 While equipped: defense ------ Armor +10 Fatigue +8% Resistance +8% acid +8% fire +7% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+6 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Ego++] Master When used to Attack: Weapon Damage 51.0 - 61.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +132 While equipped: Stats +2 Str +2 Dex offense ------ Accuracy +5 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 339 physical damage over 5 turns (1/turn) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+2 eff.) Deflect Projectile +25% Slow Projectiles +20% Life Regen +12.00 Healmod +27% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 30 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +8 Str offense ------ Damage +13% acid +10% nature defense ------ Armor +10 Defense +10 (+4 eff.) Fatigue +12% Resistance +20% acid +16% physical +15% darkness +20% nature Physical save +16 (+4 eff.) Unlife -80.00 life Life +32.00 Life Regen +4.00 Disarm Resist +10% other ------- Light +1 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Str +2 Wil +2 Con offense ------ Mindpower +8 (+2 eff.) defense ------ Spell save +18 (+4 eff.) Mind save +6 (+1 eff.) Life Regen +12.00 Healmod +27% Confus Resist +13% other ------- Light +2 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con offense ------ Spellpower +16 (+4 eff.) Damage +15% darkness defense ------ Armor +10 Fatigue +2% Resistance +20% physical On Spell Hit: 10% Shadow Grasp level 2 A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Spell Crit +2% Critical power +12.00% Spellpower/crit +4 Damage +3% nature Accuracy +5 (+2 eff.) Ignore Armor +12 defense ------ Resistance +13% mind +6% nature Spell save +3 (+0 eff.) Confus Resist +24% other ------- Masteries +0.17 Cunning/Survival +0.17 Wild-gift/Earthen power Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Power +5 (+1 eff.) When Hit 2 physical defense ------ Defense +5 (+2 eff.) Physical save +9 (+2 eff.) other ------- Stamina/turn +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +7 Dex +11 Mag +6 Wil +3 Con offense ------ Ignore resists +15% arcane defense ------ Resistance +5% arcane Crit Resistance 15.00% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ When Hit 10 physical defense ------ Resistance +16% mind Mind save +12 (+3 eff.) Unlife -82.75 life Silence Resist +21% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Stamina/turn +3.10 Masteries +0.28 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +5 Mag offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) On-Hit 15 Lite Light Burst (radius 1) Damage +8% acid +8% fire +8% cold +8% lightning Ignore resists +10% blight Ignore Armor +5 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 defense ------ Resistance +15% physical Physical save +18 (+4 eff.) Spell save +22 (+5 eff.) Mind save +19 (+5 eff.) Healmod +10% other ------- Stamina/turn +1.00 Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ When Hit 10 arcane defense ------ Resistance +3% nature +5% arcane Life +40.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Cun offense ------ Damage +10% light defense ------ Resistance +20% light Silence Resist +45% other ------- Mana/turn +0.22 Psi when Hit +0.08 Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +3% fire Ignore resists +25% fire +15% cold When Hit 2 acid 2 fire defense ------ Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +7 Str offense ------ On-Hit 19 physical On-Ranged-Hit 11 physical Damage +14% darkness +3% lightning Ignore resists +5% lightning When Hit 4 temporal On-Hit (Melee): * 16% chance to reduce all saves and defense by 45 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 45 defense ------ Armor +14 Resistance +9% lightning +6% temporal +28% darkness other ------- Hate-on-crit +1.00 Max hate +12.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 4.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 17.0 Encumbrance T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +3 Dex +8 Wil +7 Cun offense ------ Critical power +5.00% Spellpower/crit +4 On-Hit 22 acid 18 fire When Hit 16 acid 12 fire defense ------ Armor +23 Fatigue +14% Resistance +25% acid +24% fire Physical save +10 (+2 eff.) Mind save +20 (+5 eff.) other ------- Mana/turn +0.16 Infravision +3 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +8 Wil offense ------ Ignore resists +5% mind Against +15% Summoned defense ------ Resistance +6% light Resist Against +17% Summoned other ------- EQ when Hit +0.04 Light +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 257, based on Magic) for 10 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +3 Str +2 Con defense ------ Defense +9 (+4 eff.) Physical save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+5 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 303.60 cold damage and condensing the air into freezing vapors that deal 101.20 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con defense ------ Defense +3 (+1 eff.) Physical save +7 (+1 eff.) Life +106.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag offense ------ Damage +6% cold defense ------ Armor +3 Fatigue +2% Resistance +6% acid +15% cold other ------- Spell cooldown 10% Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.80 Max stamina +15.00 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. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ Spellpower +30 (+7 eff.) Damage +6% arcane Ignore resists +10% lightning +10% blight defense ------ Armor +2 Fatigue +3% Resistance +6% fire +7% light +7% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 turn cooldown Effective talent level: 1.0 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 91.62 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +5 Wil +5 Cun offense ------ Mind Crit +1% Critical power +10.00% Mindpower +10 (+2 eff.) On-Hit 27 darkness 17 mind Damage +5% darkness Ignore resists +10% mind Accuracy +6 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 13% chance to reduce all saves and defense by 45 defense ------ Armor +2 Fatigue +3% Resistance +5% darkness Mind save -13 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+1 eff.) On-Hit 6 lightning Damage +4% lightning defense ------ Armor +2 Fatigue +3% Resistance +5% lightning 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +6% Damage +3% blight defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +9% mind +6% blight Mind save +19 (+5 eff.) Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Hateful Whisper: Puts all charms on 9 turn cooldown Effective talent level: 4.0 Power cost 9 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 338 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.6 Power cost 21 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Str +3 Wil offense ------ Damage +6% mind defense ------ Defense +2 (+1 eff.) Resistance +6% mind Physical save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Con offense ------ When Hit 6 lightning defense ------ Armor +3 Fatigue +3% Resistance +5% arcane +9% nature Crit Resistance 15.00% Healmod +15% Blind Resist +21% Poison Resist +21% Disease Resist +10% Silence Resist +21% A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +18 Str +16 Dex +4 Con defense ------ Armor +5 Fatigue +5% Resistance +9% lightning +13% temporal Physical save +6 (+1 eff.) other ------- Stamina/turn +2.00 Max stamina +30.00 Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 620.9 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Wil +9 Cun offense ------ Damage +9% acid +21% arcane Ignore resists +5% arcane Accuracy +6 (+2 eff.) When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +5% Resistance +13% fire +5% arcane +11% cold Mind save +12 (+3 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T5 blue gem Reqs - Gem related talents [Normal] While equipped: Move Speed +25% Item imbue powers: Move Speed +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem Reqs - Gem related talents [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T2 multi-hued gem Reqs - Gem related talents [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +6 Str +2 Con other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+5 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 11 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Damage +18% nature defense ------ Resistance +6% acid Unlife -40.00 life other ------- Stamina/turn +2.00 Wards +3 acid +3 blight +4 darkness +4 nature Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Slex the Dwarf Stone Warden level 34
23rd Profit 122nd year of Ascendancy at 13:05 see stats
By Slex the Dwarf Stone Warden level 37
26th Profit 122nd year of Ascendancy at 21:08 see stats
By Slex the Dwarf Stone Warden level 37
26th Profit 122nd year of Ascendancy at 22:11 see stats
By Slex the Dwarf Stone Warden level 10
25th Voratun 122nd year of Ascendancy at 04:16 see stats
By Slex the Dwarf Stone Warden level 20
3rd Acquisition 122nd year of Ascendancy at 23:03 see stats
By Slex the Dwarf Stone Warden level 30
11st Profit 122nd year of Ascendancy at 08:38 see stats
By Slex the Dwarf Stone Warden level 40
37th Profit 122nd year of Ascendancy at 22:44 see stats
By Slex the Dwarf Stone Warden level 38
29th Profit 122nd year of Ascendancy at 06:02 see stats
By Slex the Dwarf Stone Warden level 27
9th Profit 122nd year of Ascendancy at 00:31 see stats
By Slex the Dwarf Stone Warden level 25
7th Profit 122nd year of Ascendancy at 11:32 see stats
By Slex the Dwarf Stone Warden level 29
11st Profit 122nd year of Ascendancy at 08:17 see stats
By Slex the Dwarf Stone Warden level 40
38th Profit 122nd year of Ascendancy at 01:20 see stats
By Slex the Dwarf Stone Warden level 24
5th Profit 122nd year of Ascendancy at 00:19 see stats
By Slex the Dwarf Stone Warden level 21
1st Profit 122nd year of Ascendancy at 22:16 see stats
Log
There is a next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
You gain 11.05 gold from the transmogrification of radiant dwarven-steel plate armour of the dragon (0 def, 11 armour).
You gain 8.41 gold from the transmogrification of searing voratun mail armour of command (14 def, 18 armour).
You gain 10.57 gold from the transmogrification of coruscating voratun shield of the stars (0 def, 10 armour, 62-74 power, 185 block).
You gain 3.00 gold from the transmogrification of acidic voratun mace of amnesia (44-62 power, 6 apr).
There is a Entrance to an abandoned dwarven tunnel 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.
Saving game...
Saving done.
Saving game...
Saving done.
Lore found: Coral Spray
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Khulmanar's Wrath
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Amethyst of Sanctuary
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Merkul's Second Eye
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Umbral Razor
You can read all your collected lore in the game menu, by pressing Escape.