










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 25 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinyminn the treant at level 10 on the 16th Loss 122nd year of Ascendancy at 23:47 4 / 2Killed by Isorialle the dremling at level 21 on the 23rd Steel 123rd year of Ascendancy at 05:40 |
Primary Stats
| Strength | 79 (base 55) |
| Dexterity | 36 (base 29) |
| Constitution | 23 (base 12) |
| Magic | 14 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 51 (base 28) |
Resources
| Life | 905/905 |
| Stamina | 280/280 |
| Healing Factor | 1.1099022211822 |
| Regeneration | 6.6344360441237 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 49.316655175669 |
| See Invisible | 49.316655175669 |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 55 |
| Crit Chance | 27% |
| APR | 8 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Lightning | +3% |
| Mind | +5% |
| Cold | +15% |
| Blight | +6% |
| Arcane | +10% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +5% |
| Physical | +20% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 3 |
| Physical Save | 62 |
| Spell Save | 58 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 34%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 27%( 70%) |
| Physical | + 28%( 70%) |
| Darkness | + 32%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
| Poison Resistance | 12% |
| Bleed Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 501 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Gloruwen the Shockspike2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +10% physical defense ------ Resistance +6% lightning Life +40.00 other ------- Max stamina +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arulaith the iron helm (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +7 Fatigue +5% Resistance +5% arcane +11% light +11% darkness other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Sunsmash' (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex offense ------ Physical Power +9 (+2 eff.) Damage +3% fire Accuracy +21 (+6 eff.) Ignore Armor +2 defense ------ Armor +6 Fatigue +3% Physical save +6 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +26% other ------- Max stamina +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Umbrapiety [power 43] (19 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil +2 Con defense ------ Resistance +3% darkness Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 19 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Cuthytofast' =+6 Mag/+5 Cun=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: Stats +6 Mag +1 Wil +5 Cun offense ------ Critical power +15.00% Spellpower +16 (+4 eff.) Damage +10% arcane defense ------ Resistance +10% arcane Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +5 Dex +6 Cun +6 Con offense ------ Physical Power +8 (+2 eff.) Damage +6% blight Ignore resists +20% darkness Accuracy +6 (+2 eff.) defense ------ Resistance +7% nature +17% blight Poison Resist +12% Disease Resist +18% Can be unequipped or rerolled. 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. Uses 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? |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | quick voratun mace of evisceration (156% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Dex offense ------ Physical Crit +8.0% Physical Power +8 (+2 eff.) Combat Speed +10% Accuracy +8 (+3 eff.) Blunt and deadly. |
| Around waist | Xerotha the Shademight1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +1 Dex defense ------ Resistance +7% acid +3% darkness +6% blight Unlife -60.00 life Life +20.00 Cut Resist +20% A belt that goes around your waist. |
| In off hand | warded dwarven-steel shield of shrapnel (0 def, 6 armour, 136% power, 84.5 block)7.0 Encumbrance T3 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 137% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 254 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +4 blight +3 cold +4 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Cloak | Bethota the Blazedream (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Damage +3% lightning Ignore resists +5% fire When Hit 2 lightning defense ------ Defense +1 (+0 eff.) Life +33.00 other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 33.88 to 42.35 physical damage (based on Willpower and Cunning) with knockback. Uses 8 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 207; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 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 |
heroism infusion of the warrior (die at -518; dur 5; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -518 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 518 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 628%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 23%; mental; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
stormshield rune of the sneak (threshold 14; blocks 5; dur 4; cd 12)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 5 times. 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. |
teleportation rune of the warrior (range 112; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Balivor =+3 Mag=0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% mind +3% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +6 (+2 eff.) other ------- EQ when Hit +0.12 Rings make your fingers look great! |
Snowtyphoon the copper ring =+5 Con=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) When Hit 6 cold On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +3% nature +6% temporal Rings make your fingers look great! |
gladiator's copper ring =+5 con=0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +22.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
titan's copper ring =+3 Con=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Mind save +6 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Cloudblood0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +15% darkness +27% temporal Ignore resists +20% temporal defense ------ Resistance +9% lightning Blind Resist +37% other ------- Infravision +6 See Stealth +15 See Invisibility +6 Rings make your fingers look great! |
voratun battleaxe 'Bethona' (169% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 169% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% Ignore Shields +30% On-Hit, radius 1 +7 fire On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Mag +6 Wil offense ------ Physical Crit +19.0% Physical Power +24 (+6 eff.) Spellpower +10 (+2 eff.) defense ------ Poison Resist +20% Cut Resist +10% Massive two-handed battleaxes. |
Tirakai's Maul (139% power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 8 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
steel mace of enduring (110% power, 3 apr) =+7 Con=3.0 Encumbrance T2 mace 1H weapon [Ego+] Nature Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +7 Con +7 Wil defense ------ Life +23.00 Blunt and deadly. |
Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Silybreldama (120% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Ignore Shields +10% On-hit +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 7 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +3.0% Ignore resists +9% physical Accuracy +7 (+2 eff.) Ignore Armor +10 When Hit 2 physical On-Hit (Melee): * 20% chance to reduce armor by 17% One-handed war axes. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 60.50 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
hateful dwarven-steel dagger of enduring (113% power, 7 apr) =+7 Con Offhand=1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Psionic Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 darkness Damage Against +11% Living While equipped: Stats +7 Con +7 Wil defense ------ Life +43.00 Sharp, short and deadly. |
Oozing Heart (115% power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature slow Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+6 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+4 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 3.5 Power cost 15 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 82.54 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Xayana the elven-silk robe (3 def, 8 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +17 (+4 eff.) Damage +9% physical +25% light +13% all Ignore resists +5% physical Ignore Armor +2 defense ------ Armor +8 Defense +3 (+1 eff.) Resistance +37% light +15% all Physical save +22 (+6 eff.) other ------- Stamina/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 3.5 Power cost 15 out of 30/30. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 23.56 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Arehir' =+4 Mag/+3 Con=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Mag +3 Con offense ------ Damage +24% mind defense ------ Resistance +6% acid +6% fire +5% lightning +6% cold A belt that goes around your waist. |
Eremagas the Obsidianblast (3 def, 0 armour) =+3 Mag=2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Damage +18% darkness Ignore resists +25% darkness defense ------ Defense +3 (+1 eff.) Resistance +12% darkness +5% arcane Spell save +11 (+3 eff.) other ------- Max mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightsaw (0 def, 1 armour) =+5 Mag=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Mag +4 Wil +2 Cun +1 Con offense ------ Damage +3% darkness When Hit 4 darkness defense ------ Armor +1 Physical save +11 (+3 eff.) Mind save +11 (+3 eff.) A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xeta the Corruptionhacker (0 def, 10 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +6 Wil offense ------ Mindpower +7 (+4 eff.) Damage +9% nature +12% mind Ignore resists +10% physical On-Hit (Melee): * 22% chance to reduce all saves and defense by 22 defense ------ Armor +10 Fatigue +4% Resistance +9% temporal Life Regen +10.00 Healmod +19% other ------- Infravision +2 Blindside: Puts all charms on 19 turn cooldown Effective talent level: 4.5 Power cost 19 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's iron gauntlets (0 def, 7 armour) =+6 Con=1.5 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con defense ------ Armor +7 Hardiness +6% Fatigue +1% Resistance +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cleansemire the iron helm (0 def, 3 armour) =+3 Con=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Con offense ------ Damage +9% nature When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Halyharablek the Sunravage (0 def, 3 armour) =Water Breathing=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +11% cold +5% arcane +6% fire other ------- Light +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
184 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Chalerim the brass lantern =+4 Con=2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Dex +4 Con offense ------ Damage +9% acid Ignore resists +10% acid When Hit 12 fire defense ------ Defense +5 (+1 eff.) Resistance +6% fire 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. |
Balogoneg1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: Stats +2 Mag +4 Wil offense ------ Damage +7% mind Ignore resists +8% all Ignore Armor +7 On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% lightning Blind Resist +22% Confus Resist +15% other ------- Light +13 See Stealth +11 See Invisibility +8 Track: Puts all charms on 29 turn cooldown Effective talent level: 6.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 37 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
iron pickaxe of Reknor (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Resistance +6% darkness +5% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
Chalichik [power 1] (19 cooldown) =+3 Con=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Con defense ------ Resistance +18% lightning +5% arcane +3% light Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Elida the Dwarf Bulwark level 14
21st Shortage 122nd year of Ascendancy at 20:59 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Elida the Dwarf Bulwark level 23
26th Steel 123rd year of Ascendancy at 05:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Elida the Dwarf Bulwark level 10
16th Loss 122nd year of Ascendancy at 04:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Elida the Dwarf Bulwark level 20
20th Iron 123rd year of Ascendancy at 02:25 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Elida the Dwarf Bulwark level 25
21st Gold 123rd year of Ascendancy at 07:02 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Elida the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 22:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Elida the Dwarf Bulwark level 10
16th Loss 122nd year of Ascendancy at 23:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Elida the Dwarf Bulwark level 9
14th Loss 122nd year of Ascendancy at 18:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Elida the Dwarf Bulwark level 14
15th Shortage 122nd year of Ascendancy at 05:23 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Elida the Dwarf Bulwark level 24
28th Steel 123rd year of Ascendancy at 01:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Elida the Dwarf Bulwark level 17
6th Iron 123rd year of Ascendancy at 02:13 see stats
Log
Elida wears (replacing Gloruwen the Shockspike): Chalerim the brass lantern =+4 Con=.
Elida wears (replacing hateful dwarven-steel dagger of enduring (113% power, 7 apr) =+7 Con Offhand=): warded dwarven-steel shield of shrapnel (0 def, 6 armour, 136% power, 84.5 block).
Elida wears (replacing Arulaith the iron helm (0 def, 7 armour)): Cleansemire the iron helm (0 def, 3 armour) =+3 Con=.
Elida regains balance.
Elida wears (replacing Xerotha the Shademight): rough leather belt 'Arehir' =+4 Mag/+3 Con=.
Resting starts...
Talent Block is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Elida wears (replacing Snowtyphoon the copper ring =+5 Con=): steel ring 'Cuthytofast' =+6 Mag/+5 Cun=.
Talent Shield Wall is ready to use.
Elida wears (replacing steel mace of enduring (110% power, 3 apr) =+7 Con=): quick voratun mace of evisceration (156% power, 6 apr).
Elida wears (replacing rough leather belt 'Arehir' =+4 Mag/+3 Con=): Xerotha the Shademight.
Elida wears (replacing stone warden's iron gauntlets (0 def, 7 armour) =+6 Con=): dwarven-steel gauntlets 'Sunsmash' (0 def, 6 armour).
Elida wears (replacing Cleansemire the iron helm (0 def, 3 armour) =+3 Con=): Arulaith the iron helm (0 def, 7 armour).
Elida wears (replacing Chalerim the brass lantern =+4 Con=): Gloruwen the Shockspike.
Resting starts...
Talent Ward is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).






































































































