Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 29 / 10% |
Size | medium |
Lifes / Deaths | Killed by Xanyda the mean looking elven guard at level 27 on the 28th Dearth 122nd year of Ascendancy at 10:12 2 / 4Killed by Bethirassra the elven blood mage at level 29 on the 30th Dearth 122nd year of Ascendancy at 11:37 Killed by Bethirassra the elven blood mage at level 29 on the 30th Dearth 122nd year of Ascendancy at 13:35 Killed by Bethirassra the elven blood mage at level 29 on the 30th Dearth 122nd year of Ascendancy at 16:15 |
Primary Stats
Strength | 47 (base 18) |
Dexterity | 17 (base 10) |
Constitution | 59 (base 40) |
Magic | 46 (base 28) |
Willpower | 83 (base 50) |
Cunning | 23 (base 10) |
Resources
Life | 995/1013 |
Mana | 398/448 |
Equilibrium | 45 |
Healing Factor | 1.3251133323992 |
Regeneration | 21.533091651488 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 87 |
Accuracy | 41 |
Crit Chance | 9% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 41 |
Crit Chance | 10% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +36% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Physical | +25% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 107.80390308394 (100%) |
Defense | 45 |
Ranged Defense | 52 |
Fatigue | 57 |
Physical Save | 64 |
Spell Save | 70 |
Mental Save | 57 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 53%( 70%) |
All | + 20%( 70%) |
Darkness | + 70%( 70%) |
Light | + 30%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 32%( 70%) |
Fire | + 40%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 22% |
Poison Resistance | 10% |
Knockback Resistance | 23% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 blight, 4 temporal, 5 nature, 5 lightning |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% 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 Dexterity stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.40 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Shards |
talent | Premonition |
talent | Chant of Fortress |
talent | Eldritch Infusion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 105. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Deepsdream (0 def, 10 armour) Deepsdream (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +10 Fatigue +3% Resists +9% temporal +12% darkness +21% cold Spell.save +18 (+5 eff.) HP.reg +4.00 ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Naturegore the brass lantern Naturegore the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +5% arcane Melee Ret 4 arcane 2 temporal ----- def ----- Resists +5% arcane Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+6 eff.) ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." This item has been sent to the Item's Vault. |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 6.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 76.64 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. This item has been sent to the Item's Vault. |
Tool | Bokarek the dwarven-steel torque of mindblast [power 210] (15 cooldown) Bokarek the dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag dps ---------- Res.pen +5% temporal Melee Ret 6 temporal ---------- misc Light +3 Blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to heal for 44. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's copper ring of perseverance rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | Hathineg the gold ring Hathineg the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +4 Mag +2 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +12% blight HP.reg +6.00 Stun/Frz- +38% Rings make your fingers look great! |
Around neck | Glintpiety Glintpiety0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +10% temporal +5% arcane +12% light HP.reg +4.00 Poison- +10% Pinning- +22% Knockbk- +23% Teleport- +20% Amulets make your neck look great! |
In main hand | The Black Wall (12 def, 9 armour, 52-62 power, 200 block) The Black Wall (12 def, 9 armour, 52-62 power, 200 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% Resists +8% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." This item has been sent to the Item's Vault. |
Around waist | hardened leather belt 'Hathorach' hardened leather belt 'Hathorach'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +5 Cun dps ---------- Phys.crit +1.0% ----- def ----- Defense +20 (+6 eff.) Resists +5% arcane +9% nature Phys.save +13 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +13 (+4 eff.) Die.at -40.00 life A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc 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. This item has been sent to the Item's Vault. |
Cloak | cashmere cloak 'Lorilezor' (2 def, 0 armour) cashmere cloak 'Lorilezor' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +8 Str +5 Dex +4 Mag +5 Wil dps ---------- Spell.crit +6% Phys.pwr +10 (+4 eff.) Dmg.mod +24% arcane Res.pen +10% physical ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training Str 48 [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
Inventory
healing infusion of the psychic (heal 206; cd 12) healing infusion of the psychic (heal 206; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 629%; cd 14) movement infusion of the titan (speed 629%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 629% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Belosin Belosin0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Cun +3 Mag ----- def ----- Resists +12% temporal Spell.save +9 (+2 eff.) Silence- +10% Confus- +20% Pinning- +27% Knockbk- +26% Amulets make your neck look great! |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 242 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
warrior's copper amulet of healing warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +11% Cut- +40% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 394 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry Reqs Level 35 [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
gladiator's gold ring of corrosion (+20%) gladiator's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
gladiator's steel ring of pilfering gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 67% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
hardened leather belt 'Xeriralratha' hardened leather belt 'Xeriralratha'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +5 Wil +3 Con ----- def ----- Resists +5% arcane +12% fire Max.HP +34.00 A belt that goes around your waist. |
Gloronn the cashmere cloak (8 def, 0 armour) Gloronn the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +18% light +15% fire Phys.save +15 (+4 eff.) Spell.save +12 (+3 eff.) Stealth +8 Blind- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Haruderab the Thunderlace (2 def, 0 armour) Haruderab the Thunderlace (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% mind Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +3% cold +13% nature +12% lightning HP.reg +4.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningpunish the cashmere cloak (2 def, 0 armour) Morningpunish the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +8 Dex +3 Wil +5 Cun +4 Con dps ---------- Dmg.mod +6% light ----- def ----- Defense +2 (+0 eff.) Mind.save +10 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.4 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 132.53 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Xeronn (6 def, 0 armour) Xeronn (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane Spell.save +12 (+3 eff.) Heal.mod +15% Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Borerin the Brandsmasher (0 def, 3 armour) Borerin the Brandsmasher (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +6% fire Apr +4 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 62 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Emelyrawe (0 def, 3 armour) Emelyrawe (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Phys.pwr +20 (+6 eff.) Spell.pwr +4 (+1 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adyssra the Nightspawner (10 def, 3 armour) Adyssra the Nightspawner (10 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Acc +23 (+7 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +9% acid +18% darkness Die.at -80.00 life HP.reg +4.00 Confus- +20% Knockbk- +20% 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. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Rotraze the dwarven-steel gauntlets (0 def, 9 armour) Rotraze the dwarven-steel gauntlets (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 physical Dmg.mod +6% physical Res.pen +20% nature Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Armour +9 Fatigue +3% Resists +9% lightning +6% fire 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. |
Charstar the hardened leather cap (0 def, 3 armour) Charstar the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% arcane +12% fire ----- def ----- Armour +3 Fatigue +3% ---------- misc Mana/turn +0.12 Max.mana +100.00 A cap made of leather. |
Cloudwinter (25 def, 13 armour) Cloudwinter (25 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% physical Acc +30 (+10 eff.) ----- def ----- Armour +13 Defense +25 (+8 eff.) Fatigue +3% Resists +6% lightning +4% all Phys.save +9 (+3 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. This item has been sent to the Item's Vault. |
Satyrvein (0 def, 3 armour) Satyrvein (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +15% fire +3% nature +6% cold HP.reg +4.00 Pinning- +20% A cap made of leather. |
thaloren hardened leather cap of the depths (0 def, 3 armour) =wasser= thaloren hardened leather cap of the depths (0 def, 3 armour) =wasser=2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +11% cold Mind.save +8 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
Gunadin the Cleansespire (0 def, 4 armour, 12-14 power, 39.5 block) Gunadin the Cleansespire (0 def, 4 armour, 12-14 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 lightning While equipped: Stats +5 Str +3 Dex +3 Wil dps ---------- Dmg.mod +6% nature Acc +4 (+1 eff.) Melee Ret 7 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% lightning +17% cold Mind.save +6 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Wrathroot's Barkwood (9 def, 10 armour, 23-32 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 23-32 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 23.0 - 32.2 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
452 alchemist agate 452 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dagystir the dwarven-steel pickaxe (dig speed 23 turns) Dagystir the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +10 Wil +3 Cun dps ---------- Spell.crit +4% Acc +6 (+2 eff.) ----- def ----- Resists +9% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool Reqs Level 35 [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 6.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 76.64 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. This item has been sent to the Item's Vault. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tidear the Dwarf Stone Warden level 27
23rd Dearth 122nd year of Ascendancy at 00:35 see stats
By Tidear the Dwarf Stone Warden level 15
10th Profit 122nd year of Ascendancy at 04:41 see stats
By Tidear the Dwarf Stone Warden level 21
1st Wealth 122nd year of Ascendancy at 16:05 see stats
By Tidear the Dwarf Stone Warden level 27
23rd Dearth 122nd year of Ascendancy at 01:18 see stats
By Tidear the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 14:16 see stats
By Tidear the Dwarf Stone Warden level 20
34th Profit 122nd year of Ascendancy at 00:38 see stats
By Tidear the Dwarf Stone Warden level 22
12nd Wealth 122nd year of Ascendancy at 19:23 see stats
By Tidear the Dwarf Stone Warden level 24
17th Dearth 122nd year of Ascendancy at 07:57 see stats
By Tidear the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 16:12 see stats
By Tidear the Dwarf Stone Warden level 13
3rd Acquisition 122nd year of Ascendancy at 14:45 see stats
By Tidear the Dwarf Stone Warden level 27
23rd Dearth 122nd year of Ascendancy at 00:35 see stats
By Tidear the Dwarf Stone Warden level 20
35th Profit 122nd year of Ascendancy at 18:38 see stats
By Tidear the Dwarf Stone Warden level 23
17th Dearth 122nd year of Ascendancy at 00:41 see stats
By Tidear the Dwarf Stone Warden level 17
19th Profit 122nd year of Ascendancy at 17:48 see stats
Log
Today is the 34th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
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Tidear wears (replacing gladiator's steel ring of pilfering): Hathineg the gold ring.
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You gain 20.25 gold from the transmogrification of focusing elven-wood totem of healing [power 326] (15 cooldown).
You gain 25.00 gold from the transmogrification of dwarven-steel torque of clear mind 'Fulerach' [power 3] (25 cooldown).
You gain 25.00 gold from the transmogrification of Murkgrinder (32 def, 7 armour).
You gain 3.03 gold from the transmogrification of cleansing dwarven-steel helm of trickery (0 def, 4 armour).
You gain 2.81 gold from the transmogrification of cashmere wizard hat of arcana (2 def, 0 armour).
You gain 12.19 gold from the transmogrification of verdant silk robe of Angolwen (0 def, 0 armour).
You gain 10.55 gold from the transmogrification of warbringer's stralite mace of ruin (36-50 power, 5 apr).
You gain 1.25 gold from the transmogrification of elven-wood longbow.
You gain 5.15 gold from the transmogrification of chilling stralite dagger of crippling (30-38 power, 9 apr).
You gain 0.62 gold from the transmogrification of healing infusion (heal 43; cd 10).
There is a teleportation circle to the surface here (press '' or right click to use).
Saving game...
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Saving done.
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The legacy of Dwarven Emperors grants you their wisdom.
Tidear wears (replacing The Black Crown (0 def, 15 armour)): Helm of the Dwarven Emperors (0 def, 6 armour).
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Tidear wears: The Black Crown (0 def, 15 armour).