










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 34 / 7% |
Size | medium |
Lifes / Deaths | Killed by Aletta Soultorn at level 33 on the 20th Iron 123rd year of Ascendancy at 06:07 / 2Killed by Adutha the skeleton archer at level 34 on the 22nd Iron 123rd year of Ascendancy at 01:56 |
Primary Stats
Strength | 51 (base 45) |
Dexterity | 8 (base 10) |
Constitution | 34 (base 19) |
Magic | 46 (base 47) |
Willpower | 47 (base 40) |
Cunning | 10 (base 10) |
Resources
Mana | 416/483 |
Equilibrium | 45 |
Life | -248/1242 |
Positive | 114/149 |
Stamina | 292/292 |
Healing Factor | 1.185336564623 |
Regeneration | 6.2230169642707 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 5 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 112 |
Accuracy | 38 |
Crit Chance | 5% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 38 |
Crit Chance | 4% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +24% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Defense: Base
Armour (hardiness) | 111 (100%) |
Defense | 27 |
Ranged Defense | 32 |
Fatigue | 58 |
Physical Save | 52 |
Spell Save | 53 |
Mental Save | 49 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 69%( 70%) |
All | + 13%( 70%) |
Physical | + 27%( 70%) |
Lightning | + 42%( 70%) |
Light | + 24%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 48%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 22% |
Poison Resistance | 38% |
Blind Resistance | 49% |
Silence Resistance | 38% |
Teleport Resistance | 10% |
Pinning Resistance | 45% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 6 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 582% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Lisatha the bandit. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 114. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. 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 vampire lord fang. * You've found the needed xorn fragment. * You've found the needed storm wyrm claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +6% light +3% blight Spell.save +9 (+3 eff.) Die.at -80.00 life Silence- +10% 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 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +54.00 Blind- +29% Confus- +12% ---------- misc Light +9 See.Stealth +5 See.Invis +6 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +4% Resists +8% blight +7% darkness +3% all Phys.save +7 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +5 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 11 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Mag +4 Wil +10 Con dps ---------- Crit.mult +10.00% S.pwr/crit +10 Dmg.mod +12% mind Melee Ret 4 mind ----- def ----- Armour +15 Hardiness +10% Resists +7% physical ---------- misc Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +24% arcane ----- def ----- Resists +3% mind +5% arcane ---------- misc Wards +4 acid +5 cold +5 nature +5 fire Talents +1 Ward Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Con ----- def ----- Armour +12 Resists +15% acid Max.HP +40.00 Silence- +28% Knockbk- +20% ---------- misc Stam/turn +3.00 Mana/turn +0.17 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% nature +5% blight Max.HP +29.00 Poison- +18% Disease- +17% Disarm- +20% Pinning- +25% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue -8% Resists +2% physical +21% cold Crit.chn- 15.00% Phys.save +9 (+3 eff.) HP.reg +3.00 Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
In main hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 71.5 - 85.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +187 Melee+ +14 fire While equipped: Stats +2 Str dps ---------- Melee Ret 10 fire ----- def ----- Armour +10 Fatigue +8% Resists +17% fire +12% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (205) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Resists +6% light +6% acid Phys.save +3 (+1 eff.) Max.HP +55.00 Disease- +20% A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +15% fire +18% cold Max.HP +40.00 HP.reg +2.00 Blind- +20% Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +26% lightning +7% physical +25% cold +8% fire +8% acid Poison- +20% Pinning- +20% Teleport- +10% A suit of armour made of metal plates. |
Inventory
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 166 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 5 light, 3 physical, 4 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 105 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 Willpower 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 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 Willpower 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +11% nature Apr +1 ----- def ----- Defense +15 (+8 eff.) Resists +22% nature Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Cun +4 Con dps ---------- Mind.crit +4% Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning ----- def ----- Mind.save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil +6 Cun +1 Con dps ---------- Dmg.mod +6% darkness +6% physical Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Silence- +32% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +7 Wil +12 Cun dps ---------- Crit.mult +10.00% Mind.pwr +8 (+4 eff.) Acc +8 (+3 eff.) ----- def ----- Resists +5% arcane +3% cold Mind.save +8 (+3 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Mag +7 Cun dps ---------- Dmg.mod +6% blight Res.pen +25% blight ----- def ----- Max.HP +29.00 Disarm- +31% Pinning- +37% Knockbk- +38% Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Mag dps ---------- Spell.crit +3% Spell.pwr +24 (+10 eff.) S.pwr/crit +10 Dmg.mod +20% darkness +12% arcane Melee Ret 6 arcane 4 cold ----- def ----- Resists +11% darkness +10% temporal Def/telep +14 Res/telep +11% Dur/telep +16% ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +10 (+4 eff.) Melee Ret 8 darkness On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +9% acid Phys.save +12 (+4 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +21% light Res.pen +10% fire Melee Ret 6 blight ----- def ----- Resists +6% blight +12% fire +15% light Blunt and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +6.0% Atk.spd 100% Phasing +15% Melee+ +12 cold Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 acid +20 lightning On Hit.r1 +16 acid On Hit: * 20% chance to reduce armor by 28% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning +12% light Melee Ret 6 lightning ---------- misc 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 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str +2 Dex +5 Cun dps ---------- Phys.crit +3.0% Mind.crit +3% Crit.mult +11.00% Phys.pwr +10 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +12% mind Res.pen +15% darkness ----- def ----- Resists +3% physical ---------- misc 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 T3 arrow ammo Reqs Dex 24 [Rare] Arcane Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 14 Ranged+ +20 cold On Hit.r1 +20 mind On Crit.r2 +20 mind +20 cold On Hit: * Create an explosion dealing 74 fire damage (1/turn) Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 42.5 - 51.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +133 Melee+ +14 fire While equipped: Stats +3 Str dps ---------- Melee Ret 5 fire ----- def ----- Armour +8 Fatigue +8% Resists +11% fire +18% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 49.5 - 59.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 Melee+ +12 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +12% nature +14% blight Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +20% darkness ----- def ----- Resists +15% lightning +9% cold +30% darkness +11% all Crit.chn- 15.00% Phys.save +9 (+3 eff.) Spell.save +18 (+6 eff.) Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +10% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +3% physical +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Mag +1 Wil +3 Cun +2 Con ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +12% mind +6% physical Res.pen +15% mind Melee Ret 4 mind ----- def ----- Armour +1 ---------- misc Light +3 Size +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Wil +5 Con ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Infravis +2 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 36.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +5 Wil dps ---------- Phys.pwr +17 (+5 eff.) Spell.pwr +5 (+2 eff.) Melee+ 7 arcane Dmg.mod +3% arcane Melee Ret 6 physical ----- def ----- Armour +2 Resists +5% arcane ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 124.92 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Wil +8 Con ----- def ----- Armour +6 Hardiness +6% Fatigue +1% Resists +4% physical Disarm- +21% ---------- misc Masteries +0.20 Technique/Grappling 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +10% mind Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +8% cold Spell.save +9 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Max.psi +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +15% physical Res.pen +15% darkness +15% physical Acc +15 (+6 eff.) ----- def ----- Phys.save +7 (+3 eff.) Heal.mod +14% ---------- misc Light +4 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 T1 lite [Rare] Master While equipped: Stats +1 Mag +2 Wil +4 Con ---------- misc Psi/ret +0.16 Light +6 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil +4 Cun dps ---------- Res.pen +10% physical Acc +20 (+7 eff.) Apr +7 ----- def ----- Resists +2% physical While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Dex dps ---------- Res.pen +10% physical Acc +25 (+9 eff.) Melee Ret 4 physical ----- def ----- Armour +4 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire +5% arcane +1% physical Crit.chn- 10.00% Stun/Frz- +10% ---------- misc Hate/m.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By abc the Dwarf Stone Warden level 11
6th Profit 122nd year of Ascendancy at 13:07 see stats
By abc the Dwarf Stone Warden level 23
31st Dearth 122nd year of Ascendancy at 15:36 see stats
By abc the Dwarf Stone Warden level 33
10th Shortage 122nd year of Ascendancy at 23:28 see stats
By abc the Dwarf Stone Warden level 29
13rd Loss 122nd year of Ascendancy at 05:26 see stats
By abc the Dwarf Stone Warden level 32
5th Shortage 122nd year of Ascendancy at 05:02 see stats
By abc the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 08:25 see stats
By abc the Dwarf Stone Warden level 20
9th Wealth 122nd year of Ascendancy at 10:18 see stats
By abc the Dwarf Stone Warden level 30
13rd Loss 122nd year of Ascendancy at 23:48 see stats
By abc the Dwarf Stone Warden level 22
3rd Dearth 122nd year of Ascendancy at 06:56 see stats
By abc the Dwarf Stone Warden level 27
1st Loss 122nd year of Ascendancy at 18:14 see stats
By abc the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 22:32 see stats
By abc the Dwarf Stone Warden level 16
32nd Profit 122nd year of Ascendancy at 08:12 see stats
By abc the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 00:11 see stats
By abc the Dwarf Stone Warden level 23
14th Dearth 122nd year of Ascendancy at 08:28 see stats
By abc the Dwarf Stone Warden level 15
25th Profit 122nd year of Ascendancy at 05:05 see stats
By abc the Dwarf Stone Warden level 26
44th Dearth 122nd year of Ascendancy at 10:27 see stats
By abc the Dwarf Stone Warden level 15
30th Profit 122nd year of Ascendancy at 04:01 see stats
By abc the Dwarf Stone Warden level 33
20th Iron 123rd year of Ascendancy at 06:07 see stats
Log
Stone Vine from Abc hits Emolle the forest wight for (14 teleported), 0 light, 6 darkness, (2 teleported), 0 nature, (9 teleported), 0 light, (4 teleported), 0 darkness, (2 teleported), 0 arcane (6 total damage).
Stone Vine from Abc hits abc for 14 teleported, 2 teleported, 9 teleported, 4 teleported, 2 teleported (31 total damage).
Emolle the forest wight casts Shockwave Bomb.
Crystaline Half (abc) is knocked back!
Abc resists the punch!
Emolle the forest wight hits Crystaline Half (abc) for 71 physical damage.
Emolle the forest wight hits abc for 53 physical damage.
Adutha the skeleton archer's fire area effect hits Mirror Image (Emolle the forest wight) for 0 fire damage.
Abc stops burning.
Shrouded in Darklight from Adutha the skeleton archer hits abc for 54 light, 55 darkness (109 total damage).
abc receives 32 healing from Temporal Restoration Field.
Something teleports some damage to abc!
Stone Vine from Abc hits abc for 14 teleported, 6 teleported, 2 teleported, 9 teleported, 4 teleported, 2 teleported (37 total damage).
The fabric of time around abc returns to normal.
Abc slows down.
Shrouded in Darklight from Adutha the skeleton archer hits abc for 54 light, 55 darkness (109 total damage).
Something teleports some damage to abc!
Stone Vine from Abc hits abc for 14 teleported, 6 teleported, 2 teleported, 9 teleported, 4 teleported, 2 teleported (37 total damage).
Talent Eldritch Blow is ready to use.
Shrouded in Darklight from Adutha the skeleton archer hits abc for 54 light, 55 darkness (109 total damage).
Adutha the skeleton archer casts Moonlight Ray.
Adutha the skeleton archer's spell attains critical power!
Adutha the skeleton archer hits abc for 440 darkness damage.
abc the level 34 dwarf stone warden was darkened to death by Adutha the skeleton archer on level 3 of Dreadfell.