













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Revised Alchemist 1.6.4Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. 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:
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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 29 / 97% |
Size | big |
Lifes / Deaths | Killed by Emelukira the brecklorn at level 6 on the 19th Voratun 122nd year of Ascendancy at 02:37 3 / 3Killed by Akaisma the thalore at level 18 on the 27th Profit 122nd year of Ascendancy at 13:38 Killed by Azioma the thalore at level 24 on the 31st Dearth 122nd year of Ascendancy at 18:08 |
Primary Stats
Strength | 120 (base 60) |
Dexterity | 81 (base 60) |
Constitution | 78 (base 60) |
Magic | 73 (base 60) |
Willpower | 98 (base 60) |
Cunning | 86 (base 60) |
Resources
Mana | 717/717 |
Equilibrium | 45 |
Life | 1186/1186 |
Positive | 176/176 |
Stamina | 498/498 |
Paradox | 300 |
Healing Factor | 1.5125372656298 |
Regeneration | 13.973424274795 |
Speed
Mental | 0% |
Attack | +30% |
Movement | 0% |
Spell | +30% |
Global | +120% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 88.082834735738 |
See Invisible | 88.082834735738 |
Offense: Mainhand
Damage | 360 |
Accuracy | 71 |
Crit Chance | 50% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 178 |
Accuracy | 71 |
Crit Chance | 50% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 44% |
Speed | 0.76923076923077 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 39% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
Acid | +6% |
Blight | +5% |
Physical | +15% |
Cold | +21% |
All | 0% |
Lightning | +6% |
Light | +66% |
Mind | +3% |
Fire | +44% |
Nature | +4% |
Offense: Damage Penetration
Cold | +40% |
Physical | +79% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 119.08821378185 (89.708763900747%) |
Defense | 101 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 95 |
Spell Save | 82 |
Mental Save | 79 |
Defense: Resistances
Acid | + 19%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 35%( 70%) |
All | + 14%( 70%) |
Lightning | + 31%( 70%) |
Light | + 70%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 40%( 70%) |
Mind | + 16%( 70%) |
Fire | + 16%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (76% 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. |
Infusions | Effective talent level: 2.5 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 325 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 308 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse 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 unleash a cone dealing 260.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Earthen vines | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Dwarven nature | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eldritch shield | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eldritch stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Deeprock | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Crystalline Focus |
talent | Shards |
talent | Eldritch Infusion |
talent | Contingency |
talent | Chant of Fortress |
talent | Daunting Presence |
beneficial effect | Increases defense by 27. Mobile Defense |
beneficial effect | Immune to detrimental magical effects Elemental Surge: Nature |
beneficial effect | Spell and mind speed increased by 30% Elemental Surge: Arcane |
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 failed to protect the lost defiler from death by Xanenne the white crystal. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 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: 157. | 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Dex +6 Wil +3 Cun offense ------ Mindpower +10 (+2 eff.) defense ------ Armor +3 Fatigue +2% Resistance +3% nature Physical save +5 (+1 eff.) Spell save +5 (+1 eff.) Mind save +5 (+1 eff.) other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(148 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Dex +8 Cun +7 Con defense ------ Armor +7 Fatigue +4% Crit Resistance 10.00% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +3% fire +5% nature Pinning Resist +10% Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 23.98 cold and 22.86 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 34 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +5 Wil +2 Con offense ------ Spellpower +11 (+2 eff.) Damage +18% light defense ------ Armor +4 Resistance +6% acid +9% temporal +36% light +5% arcane Spell save +16 (+3 eff.) Mind save +9 (+2 eff.) Disarm Resist +20% other ------- Max stamina +32.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Dex +3 Mag +7 Wil offense ------ Spell Crit +4% Spellpower +4 (+0 eff.) Damage +6% acid +6% lightning +6% cold +3% mind +6% fire Ignore resists +15% mind +15% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 52 defense ------ Resistance +3% mind other ------- Masteries +0.30 Wild-gift/Earthen vines Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 71.0 - 85.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +186 On-hit +14 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex offense ------ Physical Crit +8.0% Physical Power +7 (+1 eff.) When Hit 10 lightning defense ------ Armor +10 Fatigue +8% Resistance +14% lightning other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +7 Cun +4 Wil offense ------ Mind Crit +4% Against +17% Summoned When Hit 2 lightning 2 mind defense ------ Resist Against +18% Summoned Mind save +6 (+1 eff.) other ------- Max psi +30.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 69.0 - 82.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +214 On Hit: * Deal physical damage equal to your armor (119) While equipped: defense ------ Armor +17 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spell Crit +5% defense ------ Defense +1 (+1 eff.) Spell save +5 (+1 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Ego++] Psionic While equipped: Stats +8 Cun +3 Wil defense ------ Armor +14 Defense +29 (+5 eff.) Fatigue +8% Mind save +36 (+7 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Spell (76% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (76% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 5 temporal, 3 blight, 5 fire, 2 physical, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 265.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 159 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 490 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +4 Wil +2 Cun offense ------ Spell Crit +4% Spellpower +4 (+0 eff.) Damage +5% darkness +5% temporal +5% light +5% physical Ignore resists +20% fire defense ------ Crit Resistance 10.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Move Speed +10% Damage +9% physical defense ------ Fatigue -5% Resistance +3% nature +4% physical Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% mind Accuracy +20 (+5 eff.) defense ------ Armor +4 Resistance +1% physical Life Regen +2.00 Stun Resist +21% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+1 eff.) Damage +12% mind Ignore resists +15% arcane +15% mind When Hit 6 cold defense ------ Resistance +9% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +5 Con offense ------ Spell Crit +1% Damage +13% fire On-Hit (Melee): * 20% chance to slow global speed by 83% defense ------ Resistance +26% fire Physical save +10 (+2 eff.) Mind save +8 (+1 eff.) other ------- Max mana +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+1 eff.) defense ------ Resistance +3% lightning +12% cold +9% mind +3% darkness Life +20.00 Silence Resist +20% Rings make your fingers look great! |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Damage +18% physical +29% temporal Ignore resists +12% physical +14% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 60% Wil, 50% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+3 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 58.5 - 81.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 141 damage While equipped: Stats +7 Dex +3 Con offense ------ Damage +9% acid Ignore resists +22% physical Accuracy +22 (+5 eff.) Ignore Armor +12 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Weapon Damage 12.5 - 13.8 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% Damage Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) On-Hit 8 mind 11 darkness Damage +6% mind +5% darkness other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Crit: * Deals 159 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) defense ------ Physical save +6 (+1 eff.) Spell save +3 (+0 eff.) Mind save +8 (+1 eff.) other ------- Equi when Hit +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +2% mind Ignore resists +6% mind defense ------ Resistance +6% mind Resonance +13% other ------- Psi when Hit +1.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +6 acid +17 nature Uses 2.0 Steam While equipped: offense ------ Ignore resists +14% acid +15% nature Ignore Armor +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +6 Wil offense ------ Damage +24% lightning +5% physical +16% nature +22% cold defense ------ Resistance +9% lightning +8% cold +24% nature +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T5 feet armor [Ego] Nature While equipped: defense ------ Armor +5 Fatigue +4% Resistance +12% lightning +9% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Fatigue +3% Rush: Puts all charms on 15 cooldown Effective talent level: 2.5 Power cost 15 out of 25/25. Range 7 Cooldown: 24 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +8 (+1 eff.) On-Hit 12 arcane Damage +6% arcane defense ------ Armor +2 Resistance +6% arcane Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature/Psionic While equipped: defense ------ Armor +3 Fatigue +3% Resistance +13% mind +8% cold Mind save +18 (+3 eff.) Confus Resist +20% other ------- Breathe water A cap made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 29 out of 80/80. Range 10 Cooldown: 17 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 104.80 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +5 Wil +5 Cun offense ------ Damage +3% light +6% arcane Ignore Shields +20% defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +5% physical +15% light +26% darkness Mind save +13 (+2 eff.) other ------- Max vim +50.00 Light +1 Track: Puts all charms on 17 cooldown Effective talent level: 4.2 Power cost 17 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 8 fire defense ------ Armor +21 Defense +20 (+4 eff.) Fatigue +8% Resistance +24% fire +16% physical A suit of armour made of leather. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 47.0 - 56.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +137 On-hit +14 light +14 darkness While equipped: Stats +5 Cun +3 Mag offense ------ Damage +15% light +18% darkness defense ------ Armor +8 Fatigue +8% Resistance +17% light +13% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 46 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +12 Con +4 Wil offense ------ Damage +7% mind defense ------ Resistance +6% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 12 out of 25/25. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 30 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Disrupt/Psionic Weapon Damage 54.0 - 64.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 Auto Reload 6 On-ranged-hit +14 mind Damage Against +17% Unnatural On Hit: * 28% chance to reduce all saves and defense by 52 * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+2 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 11 out of 35/35. Range melee/personal Cooldown: 5 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 172 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Laric the Dwarf Stone Warden level 28
37th Dearth 122nd year of Ascendancy at 14:54 see stats
By Laric the Dwarf Stone Warden level 25
33rd Dearth 122nd year of Ascendancy at 22:00 see stats
By Laric the Dwarf Stone Warden level 23
11st Wealth 122nd year of Ascendancy at 14:56 see stats
By Laric the Dwarf Stone Warden level 28
37th Dearth 122nd year of Ascendancy at 13:27 see stats
By Laric the Dwarf Stone Warden level 10
6th Profit 122nd year of Ascendancy at 14:19 see stats
By Laric the Dwarf Stone Warden level 20
36th Profit 122nd year of Ascendancy at 00:25 see stats
By Laric the Dwarf Stone Warden level 24
26th Wealth 122nd year of Ascendancy at 21:14 see stats
By Laric the Dwarf Stone Warden level 28
37th Dearth 122nd year of Ascendancy at 10:38 see stats
By Laric the Dwarf Stone Warden level 20
9th Wealth 122nd year of Ascendancy at 20:10 see stats
By Laric the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 10:51 see stats
By Laric the Dwarf Stone Warden level 8
3rd Profit 122nd year of Ascendancy at 02:15 see stats
By Laric the Dwarf Stone Warden level 28
37th Dearth 122nd year of Ascendancy at 14:54 see stats
By Laric the Dwarf Stone Warden level 20
8th Wealth 122nd year of Ascendancy at 23:22 see stats
By Laric the Dwarf Stone Warden level 24
26th Wealth 122nd year of Ascendancy at 18:09 see stats
By Laric the Dwarf Stone Warden level 14
15th Profit 122nd year of Ascendancy at 04:50 see stats
Log
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Venom drake hatchling's morale has been lowered.
Venom drake hatchling's morale has been lowered.
Venom drake hatchling misses Laric.
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Venom drake hatchling is seized by a stone vine.
Laric surges with natural power!
Venom drake hatchling misses Laric.
Elemental Surge hits Venom drake hatchling for 326 nature damage.
Elemental Surge hits Venom drake hatchling for 326 nature damage.
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Venom drake hatchling is seized by a stone vine.
Laric surges with arcane power!
Venom drake hatchling misses Laric.
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Elemental Surge hits Venom drake hatchling for 313 arcane damage.
Elemental Surge hits Venom drake hatchling for 313 arcane damage.
Elemental Surge hits Venom drake hatchling for 313 arcane damage.
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Stone Vine from Laric hits Venom drake hatchling for 79 nature, 76 arcane (157 total damage).
Elemental Surge killed Venom drake hatchling!
Saving game...
Saving done.