













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.6Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 48 / 43% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 27 on the 32nd Steel 123rd year of Ascendancy at 14:15 4 / 3Killed by Adyth the mean looking elven guard at level 27 on the 32nd Steel 123rd year of Ascendancy at 19:42 Killed by Celia at level 32 on the 7th Voratun 123rd year of Ascendancy at 01:29 |
Primary Stats
Strength | 97 (base 41) |
Dexterity | 29 (base 18) |
Constitution | 68 (base 24) |
Magic | 79 (base 64) |
Willpower | 85 (base 60) |
Cunning | 31 (base 13) |
Resources
Life | 1589/1589 |
Mana | 772/772 |
Equilibrium | 45 |
Steam | 100/100 |
Healing Factor | 1.5881295749343 |
Regeneration | 0.39703239373359 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 31.106254924034 |
See Invisible | 31.106254924034 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 236 |
Accuracy | 74 |
Crit Chance | 19% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 118 |
Accuracy | 74 |
Crit Chance | 19% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +30% |
Light | +28% |
Cold | +13% |
Nature | +19% |
Physical | +25% |
Mind | +13% |
All | +10% |
Offense: Damage Penetration
Lightning | +25% |
Light | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 150.4456064742 (100%) |
Defense | 39 |
Ranged Defense | 47 |
Fatigue | 67 |
Physical Save | 66 |
Spell Save | 68 |
Mental Save | 55 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 51%( 70%) |
All | + 12%( 70%) |
Darkness | + 61%( 70%) |
Light | + 38%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 65%( 70%) |
Lightning | + 51%( 70%) |
Fire | + 56%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Teleport Resistance | 20% |
Blind Resistance | 40% |
Silence Resistance | 53% |
Disarm Resistance | 100% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 497 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Earthen vines | 1.66 |
| 3/5 |
| 1/5 |
| 2/5 |
| 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 / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.36 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Eldritch Infusion |
talent | Chant of Fortress |
talent | Shards |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost defiler from death by faerlhing. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 142. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed multi-hued wyrm scale. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed naga tongue. * You've found the needed vial of wight ectoplasm. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +15% acid / +9% darkness / +5% arcane Physical save: +11 (+3 eff.) Silence immunity: +20% Only die when reaching: -80.00 life Light radius: +6 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Light radius: +7 Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +65 (+13 eff.) Armour: +9 Fatigue: +5% Damage (Melee): 10 acid / 9 fire / 10 cold / 10 lightning Changes stats: +11 Dex / +5 Mag / +5 Wil / +6 Cun Changes resistances: +12% blight / +1% physical / +12% darkness / +9% light Talent granted: +5 Iron Grip Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +100% Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.7 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Str Changes resistances penetration: +25% lightning Changes damage: +3% cold Reduces incoming crit damage: 15.00% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +8 Str / +8 Dex / +8 Cun / +8 Con Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 66% Damage when hit (Melee): 4 acid Changes stats: +7 Str / +13 Con Changes resistances: +6% acid Changes resistances penetration: +10% nature Changes damage: +9% nature Spell save: +14 (+3 eff.) Silence immunity: +33% Mana each turn: +0.19 Maximum stamina: +22.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Damage when hit (Melee): 10 light Changes resistances: +21% light / +26% darkness Changes resistances penetration: +20% light Changes damage: +18% light Talent masteries: +0.36 Cunning / Survival +0.36 Wild-gift / Earthen vines Critical mult.: +15.00% Blindness immunity: +40% Amulets make your neck look great! |
In main hand | ![]() Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 161% Range: 1.2x Uses stats: 70% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+4 eff.) Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Slows Projectiles: +25% It can be used to surround yourself with a magical shield (strength 297, based on Magic) for 10 turns Activation costs 20 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. |
In off hand | ![]() Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +12 Mag / +12 Wil Changes resistances: +30% lightning / +30% cold / +15% nature / +9% darkness Changes damage: +3% mind Spell save: +30 (+7 eff.) Mental save: +15 (+5 eff.) Stun/Freeze immunity: +50% Maximum mana: +80.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +46 Fatigue: +26% Damage when hit (Melee): 70 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Changes damage: +10% all Physical save: +15 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 397.50 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -806 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 806 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 light, 3 nature, 5 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 4 darkness Changes stats: +5 Mag / +4 Wil / +5 Cun Changes resistances penetration: +5% fire Changes damage: +3% darkness Damage against: +26% Summoned Reduced damage from: +15% Summoned Spell save: +10 (+2 eff.) Mana each turn: +0.19 Maximum mana: +28.00 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: 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 165.17 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+2 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +14% acid / +11% cold / +9% blight / +27% fire Changes resistances penetration: +15% blight Changes damage: +24% acid Allows you to breathe in: water Physical save: +13 (+4 eff.) A suit of armour made of mail. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 503.80 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 287/400. 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 614.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing water salve [power 41] amazing water salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great fiery salve [power 36] great fiery salve [power 36]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 220% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great frost salve [power 36] great frost salve [power 36]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 220% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 512] great healing salve [power 512]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 220% efficiency and 50% cooldown modifier. It can be used to heal 512 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% cold Changes damage: +6% light Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Healing mod.: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Heal for 78. * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 10 nature Changes resistances penetration: +10% nature It can be used to sting an enemy dealing 545 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 66% Changes stats: +3 Dex / +1 Cun / +2 Con Changes resistances penetration: +15% nature Changes damage: +15% nature Infravision radius: +2 See invisible: +6 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1260 Base Damage: 522 Armor: 38 All Resist: 26 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Genxirr the Dwarf Stone Warden level 32
2nd Stralite 123rd year of Ascendancy at 20:24 see stats
By Genxirr the Dwarf Stone Warden level 38
16th Profit 123rd year of Ascendancy at 02:17 see stats
By Genxirr the Dwarf Stone Warden level 30
11st Gold 123rd year of Ascendancy at 23:37 see stats
By Genxirr the Dwarf Stone Warden level 37
14th Profit 123rd year of Ascendancy at 09:15 see stats
By Genxirr the Dwarf Stone Warden level 31
20th Gold 123rd year of Ascendancy at 13:16 see stats
By Genxirr the Dwarf Stone Warden level 41
27th Profit 123rd year of Ascendancy at 02:47 see stats
By Genxirr the Dwarf Stone Warden level 48
9th Steel 124th year of Ascendancy at 19:37 see stats
By Genxirr the Dwarf Stone Warden level 40
24th Profit 123rd year of Ascendancy at 09:36 see stats
By Genxirr the Dwarf Stone Warden level 33
15th Voratun 123rd year of Ascendancy at 19:28 see stats
By Genxirr the Dwarf Stone Warden level 14
23rd Profit 122nd year of Ascendancy at 15:05 see stats
By Genxirr the Dwarf Stone Warden level 39
21st Profit 123rd year of Ascendancy at 10:08 see stats
By Genxirr the Dwarf Stone Warden level 40
22nd Profit 123rd year of Ascendancy at 12:42 see stats
By Genxirr the Dwarf Stone Warden level 19
24th Wealth 122nd year of Ascendancy at 17:15 see stats
By Genxirr the Dwarf Stone Warden level 30
4th Gold 123rd year of Ascendancy at 15:26 see stats
By Genxirr the Dwarf Stone Warden level 30
3rd Gold 123rd year of Ascendancy at 18:19 see stats
By Genxirr the Dwarf Stone Warden level 30
11st Gold 123rd year of Ascendancy at 18:46 see stats
By Genxirr the Dwarf Stone Warden level 10
1st Acquisition 122nd year of Ascendancy at 11:22 see stats
By Genxirr the Dwarf Stone Warden level 20
24th Wealth 122nd year of Ascendancy at 18:48 see stats
By Genxirr the Dwarf Stone Warden level 30
3rd Gold 123rd year of Ascendancy at 16:51 see stats
By Genxirr the Dwarf Stone Warden level 40
21st Profit 123rd year of Ascendancy at 11:38 see stats
By Genxirr the Dwarf Stone Warden level 33
27th Voratun 123rd year of Ascendancy at 12:16 see stats
By Genxirr the Dwarf Stone Warden level 20
27th Dearth 122nd year of Ascendancy at 15:52 see stats
By Genxirr the Dwarf Stone Warden level 28
34th Steel 123rd year of Ascendancy at 19:01 see stats
By Genxirr the Dwarf Stone Warden level 42
20th Dearth 123rd year of Ascendancy at 02:59 see stats
By Genxirr the Dwarf Stone Warden level 24
28th Steel 123rd year of Ascendancy at 03:36 see stats
By Genxirr the Dwarf Stone Warden level 39
21st Profit 123rd year of Ascendancy at 11:33 see stats
By Genxirr the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 00:12 see stats
By Genxirr the Dwarf Stone Warden level 30
11st Gold 123rd year of Ascendancy at 23:37 see stats
By Genxirr the Dwarf Stone Warden level 23
10th Steel 123rd year of Ascendancy at 17:03 see stats
By Genxirr the Dwarf Stone Warden level 13
13rd Profit 122nd year of Ascendancy at 16:50 see stats
By Genxirr the Dwarf Stone Warden level 30
11st Gold 123rd year of Ascendancy at 23:37 see stats
By Genxirr the Dwarf Stone Warden level 24
16th Steel 123rd year of Ascendancy at 11:49 see stats
By Genxirr the Dwarf Stone Warden level 11
2nd Profit 122nd year of Ascendancy at 17:24 see stats
By Genxirr the Dwarf Stone Warden level 43
10th Loss 123rd year of Ascendancy at 09:35 see stats
By Genxirr the Dwarf Stone Warden level 24
15th Steel 123rd year of Ascendancy at 23:48 see stats
By Genxirr the Dwarf Stone Warden level 24
16th Steel 123rd year of Ascendancy at 11:52 see stats
By Genxirr the Dwarf Stone Warden level 16
1st Wealth 122nd year of Ascendancy at 15:02 see stats
By Genxirr the Dwarf Stone Warden level 36
13rd Profit 123rd year of Ascendancy at 12:09 see stats
Log
You collect a new ingredient: lump of voratun (1).
You gain 4.42 gold from the melting of miner's pair of voratun boots of tirelessness (0 def, 14 armour).
You gain 12.09 gold from the melting of verdant elven-silk robe of life (0 def, 0 armour).
You gain 8.21 gold from the melting of sunsealed elven-silk robe (6 def, 6 armour).
You collect a new ingredient: lump of stralite (1).
You gain 9.81 gold from the melting of mighty stralite steamgun of true flight.
You gain 10.42 gold from the melting of shimmering dragonbone magestaff of wizardry (136% power, 6 apr, fire element).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 5.34 gold from the melting of wyrm's pulsing mindstar of balance (105% power, 32 apr, nature damage).
You gain 3.75 gold from the melting of dragonbone longbow of recursion.
You collect a new ingredient: lump of voratun (1).
You gain 4.70 gold from the melting of quick voratun greatsword (175% power, 4 apr).
You gain 25.00 gold from the melting of Elyma.
There is a teleportation circle to the surface 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.
You transfer Eastern Wood Hat (15 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Talent Imbue Item is ready to use.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Saving game...
Saving done.