Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 6 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by orc soldier at level 1 on the 16th Voratun 122nd year of Ascendancy at 15:00 0 / 4Killed by brecklorn at level 5 on the 21st Voratun 122nd year of Ascendancy at 19:01 Killed by Nerille the bone giant at level 6 on the 28th Voratun 122nd year of Ascendancy at 23:58 Killed by Nerille the bone giant at level 6 on the 29th Voratun 122nd year of Ascendancy at 02:50 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 8 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 22 (base 24) |
| Willpower | 22 (base 19) |
| Cunning | 13 (base 10) |
Resources
| Life | -3/214 |
| Mana | 171/190 |
| Equilibrium | 36 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 12 |
| Crit Chance | 3% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 12 |
| Crit Chance | 3% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Acid | +11% |
| Lightning | +11% |
| Nature | +4% |
Defense: Base
| Armour (hardiness) | 18.3 (66.666666666667%) |
| Defense | 17.3 |
| Ranged Defense | 22.65 |
| Fatigue | 26 |
| Physical Save | 10.85 |
| Spell Save | 15.4 |
| Mental Save | 12.25 |
Defense: Resistances
| Lightning | + 43%( 70%) |
| Temporal | + 5%( 70%) |
| All | 0%( 70%) |
| Acid | + 16%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 46) for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Vines |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Huge cut that bleeds, doing 2.39 physical damage per turn. Bleeding |
Quests
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 |
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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
Equipment
| On feet | pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | grounding linen wizard hat of corrosion (+16%) (1 def, 0 armour) grounding linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% temporal / +5% lightning / +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | rogue's copper ring of lightning (+22%) rogue's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
| In main hand | iron shield (4 def, 2 armour, 10.5 dam, 21 block) iron shield (4 def, 2 armour, 10.5 dam, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
| On hands | naturalist's rough leather gloves (0 def, 1 armour) naturalist's rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 nature Changes resistances: +5% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | flaming iron shield of lightning resistance (+16%) (4 def, 2 armour, 10.5 dam, 19 block) flaming iron shield of lightning resistance (+16%) (4 def, 2 armour, 10.5 dam, 19 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +19 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage when the wearer hits(melee): 6 fire Damage when the wearer is hit: 10 fire Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices |
| Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron mail armour (2 def, 4 armour) spiked iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 11 physical A suit of armour made of mail. |
Inventory
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. |
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'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Achievements
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Jebediah the Resilient the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 23:56 see stats
Log
Nerille the bone giant is seized by a stone vine.
Bleeding from Nerille the bone giant hits Jebediah the Resilient for 1 physical damage.
Nerille the bone giant is free from the stone vine.
Nerille the bone giant uses Dual Strike.
Jebediah the Resilient is stunned!
Nerille the bone giant hits Jebediah the Resilient for 11 physical, 6 blight, 28 physical, 6 nature, 6 blight (57 total damage).
Jebediah the Resilient hits Nerille the bone giant for (8 absorbed), 0 physical, (10 absorbed), 0 fire, (12 absorbed), 0 blight, (2 absorbed), 0 physical, (3 absorbed), 0 fire, (3 absorbed), 0 blight (0 total damage).
Nerille the bone giant is seized by a stone vine.
Bleeding from Nerille the bone giant hits Jebediah the Resilient for 2 physical damage.
Nerille the bone giant is no longer evading attacks.
Nerille the bone giant is free from the stone vine.
Jebediah the Resilient uses Nature's Touch.
Jebediah the Resilient receives 129 healing.
Nerille the bone giant uses Bear Trap.
Nerille the bone giant hits Jebediah the Resilient for 21 physical, 6 nature, 6 blight, 8 physical, 6 blight (47 total damage).
Jebediah the Resilient hits Nerille the bone giant for (2 absorbed), 0 physical, (3 absorbed), 0 fire, (3 absorbed), 0 blight, (2 absorbed), 0 physical, (3 absorbed), 0 fire, (3 absorbed), 0 blight (0 total damage).
Bleeding from Nerille the bone giant hits Jebediah the Resilient for 2 physical damage.
Bleeding from Nerille the bone giant hits Jebediah the Resilient for 2 physical damage.
Nerille the bone giant uses Catapult Trap.
Bleeding from Nerille the bone giant hits Jebediah the Resilient for 2 physical damage.
Nerille the bone giant uses Stun.
Nerille the bone giant performs a melee critical strike against Jebediah the Resilient!
Nerille the bone giant performs a melee critical strike against Jebediah the Resilient!
Nerille the bone giant hits Jebediah the Resilient for 26 physical, 6 nature, 6 blight, 16 physical, 6 blight (59 total damage).
Jebediah the Resilient hits Nerille the bone giant for (2 absorbed), 0 physical, (3 absorbed), 0 fire, (4 absorbed), 0 blight, (2 absorbed), 0 physical, (3 absorbed), 0 fire, (4 absorbed), 0 blight (0 total damage).
Bleeding from Nerille the bone giant hits Jebediah the Resilient for 2 physical damage.
Nerille the bone giant uses Bear Trap.
Saving game...
