Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.3 |
| Addons | Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 24 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Zuberin the mean looking elven guard at level 24 on the 27th Dearth 122nd year of Ascendancy at 15:13 / 1 |
Primary Stats
| Strength | 52 (base 40) |
| Dexterity | 8 (base 10) |
| Constitution | 30 (base 16) |
| Magic | 30 (base 28) |
| Willpower | 58 (base 40) |
| Cunning | 10 (base 10) |
Resources
| Life | -12/649 |
| Mana | 378/378 |
| Equilibrium | 45 |
| Healing Factor | 0.58 |
| Regeneration | 0.23199999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 36 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 36 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.3 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +5% |
| Lightning | +6% |
| Light | +10% |
| Nature | +22% |
| Acid | +10% |
| Physical | +9% |
| Mind | +14% |
| All | +0% |
Offense: Damage Penetration
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 56 (90%) |
| Defense | 26.65 |
| Ranged Defense | 32.65 |
| Fatigue | 33 |
| Physical Save | 40.233333333333 |
| Spell Save | 37.4 |
| Mental Save | 28.9 |
Defense: Resistances
| Blight | 36%( 70%) |
| Physical | 24%( 70%) |
| Cold | 70%( 70%) |
| All | 20%( 70%) |
| Lightning | 46%( 70%) |
| Light | 44%( 70%) |
| Temporal | 24%( 70%) |
| Mind | 26%( 70%) |
| Darkness | 36%( 70%) |
| Fire | 28%( 70%) |
| Nature | 70%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 145 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 891% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Shards |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.14 nature damage per turn and decreasing all heals received by 22%. Insidious Poison |
| detrimental effect | Huge cut that bleeds, doing 98.50 physical damage per turn and decreasing all heals received by 80%. Deep Wound |
| beneficial effect | Reduces nature damage received by 14%. Premonition Shield |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | Stoneskin |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost anorithil from death by minotaur. Escort: lost anorithil (level 2 of Old Forest) | failed |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | 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. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * &039; | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yarutir (7 def, 7 armour) Yarutir (7 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Armour: +7 Defense: +7 Ranged Defense: +4 Fatigue: +3% Changes resistances: +11% cold / +10% fire Changes resistances penetration: +7% physical A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | grounding dwarven-steel helm of strength (+4) (0 def, 4 armour) grounding dwarven-steel helm of strength (+4) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +7% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | psychic& psychic&Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Damage when the wearer hits(melee): 7 mind Changes resistances: +7% mind Changes damage: +4% mind / +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Scumvengeance of kinetic psionic shield [power 53] (20 cooldown) Scumvengeance of kinetic psionic shield [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 nature Changes resistances: +6% nature / +9% lightning Changes damage: +6% lightning / +6% nature It can be used to setup a psionic shield, reducing all physical and acid damage by 53 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | icy dwarven-steel shield of lightning resistance (+16%) (8 def, 2 armour, 32 dam, 76.5 block) icy dwarven-steel shield of lightning resistance (+16%) (8 def, 2 armour, 32 dam, 76.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +76 Damage when this weapon hits: +12 ice When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 13 cold Changes resistances: +16% lightning Talent granted: +3 Block Handheld deflection devices |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Wrathroot& Wrathroot&Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.0 - 33.6 Uses stat: 150% Str Damage type: Physical Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.4 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 77.91 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 slime / 20 poison Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Rune of the Rift (382.00 temporal damage, removed from time 4 turns) Rune of the Rift (382.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 382.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
savior& savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +6 Spell save: +6 Mental save: +6 Mana each turn: +0.17 Maximum mana: +21.00 Amulets can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Rings can have magical properties. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
Khelydustir KhelydustirPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 4 blight Changes resistances: +6% temporal Mana when firing critical spell: +1.00 Damage Shield penetration: +10% Resist all after a teleport: +2% A belt that goes around your waist. |
scholar& scholar&Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +21.00 Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. Stone Gauntlets of Harkor&Stone Gauntlets of Harkor& Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor& |
miner& miner&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Con Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
spiked dwarven-steel plate armour of temporal resistance (5 def, 11 armour) spiked dwarven-steel plate armour of temporal resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when the wearer is hit: 16 physical Changes resistances: +15% temporal A suit of armour made of metal plates. |
dwarven-steel shield of gloom (8 def, 2 armour, 27.5 dam, 78 block) dwarven-steel shield of gloom (8 def, 2 armour, 27.5 dam, 78 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +78 Damage when this weapon hits: +12 % chance to cause a gloom effect When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 % chance to cause a gloom effect Talent granted: +3 Block Handheld deflection devices |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Rhildir of conjuration [power 157] (6 cooldown) Rhildir of conjuration [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% temporal Blindness immunity: +15% Disease immunity: +10% Cut immunity: +5% Silence immunity: +5% Effect duration reduction after a teleport: +10% It can be used to fire a bolt of a random element (dam 78-157), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare difficulty)
Killed a Bringer of Doom.By Smas0r the Dwarf Stone Warden level 16
16th Wealth 122nd year of Ascendancy at 07:35 see stats
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By Smas0r the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 06:41 see stats
Exterminator (Nightmare difficulty)
Killed 1000 creatures.By Smas0r the Dwarf Stone Warden level 18
28th Wealth 122nd year of Ascendancy at 04:03 see stats
Eye of the storm (Nightmare difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Smas0r the Dwarf Stone Warden level 20
10th Dearth 122nd year of Ascendancy at 01:59 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Smas0r the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 19:09 see stats
Level 20 (Nightmare difficulty)
Got a character to level 20.By Smas0r the Dwarf Stone Warden level 20
7th Dearth 122nd year of Ascendancy at 16:07 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By Smas0r the Dwarf Stone Warden level 18
19th Wealth 122nd year of Ascendancy at 13:40 see stats
Size matters (Nightmare difficulty)
Did over 600 damage in one attack.By Smas0r the Dwarf Stone Warden level 24
26th Dearth 122nd year of Ascendancy at 21:05 see stats
Squadmate (Nightmare difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Smas0r the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 04:22 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Smas0r the Dwarf Stone Warden level 10
1st Profit 122nd year of Ascendancy at 10:53 see stats
The secret city (Nightmare difficulty)
Discovered the truth about mages.By Smas0r the Dwarf Stone Warden level 14
43rd Profit 122nd year of Ascendancy at 07:49 see stats
Treasure Hunter (Nightmare difficulty)
Amassed 1000 gold pieces.By Smas0r the Dwarf Stone Warden level 19
30th Wealth 122nd year of Ascendancy at 06:00 see stats
Log
Zuberin the mean looking elven guard hits Smas0r for 75 physical damage.
Smas0r hits Zuberin the mean looking elven guard for 9 nature damage.
Smas0r casts Rune: Reflection Shield.
A shield forms around Smas0r.
Smas0r uses Eldritch Stone.
Smas0r&LASTLASTLASTUID:113384:0aaaaaaLASTLASTLASTUID:2439:0LIGHT_GREENLASTLASTLAST039;s Touch.
Zuberin the mean looking elven guard uses Overpower.
The damage shield reflects 71 damage back to Zuberin the mean looking elven guard!
Your shield crumbles under the damage!
The shield around Smas0r crumbles.
Smas0r is poisoned!
Zuberin the mean looking elven guard shrugs off the effect &039;!
Zuberin the mean looking elven guard stops being poisoned.
Zuberin the mean looking elven guard performs a critical strike!
Smas0r&LASTORANGE039;Poisoned&LASTLASTLASTTalent Eldritch Blow is ready to use.
Saving done.
Saving done.
Saving game...
