Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 8 / 53% |
Size | medium |
Lifes / Deaths | Killed by icy orc wyrmic at level 8 on the 27th Profit 122nd year of Ascendancy at 17:53 0 / 5Killed by Xanurena the Guardian at level 8 on the 27th Profit 122nd year of Ascendancy at 20:56 Killed by skeleton archer at level 8 on the 28th Profit 122nd year of Ascendancy at 03:41 Killed by Elesetha the Guardian at level 8 on the 28th Profit 122nd year of Ascendancy at 18:27 Killed by Ginor the Guardian at level 8 on the 29th Profit 122nd year of Ascendancy at 02:27 |
Primary Stats
Strength | 23 (base 25) |
Dexterity | 1 (base 10) |
Constitution | 12 (base 11) |
Magic | 15 (base 17) |
Willpower | 23 (base 20) |
Cunning | 12 (base 10) |
Resources
Life | -47/287 |
Mana | 207/207 |
Equilibrium | 15 |
Healing Factor | 1.22 |
Regeneration | 2.257 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -90% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 36 |
Accuracy | 22 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 22 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20.45 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 20.3 (66.666666666667%) |
Defense | 21.925 |
Ranged Defense | 28.925 |
Fatigue | 37 |
Physical Save | 24.125 |
Spell Save | 21.65 |
Mental Save | 17.25 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 or magical effect and reduce all damage taken by 12% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Vines |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 7. Illness |
Quests
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | active |
Equipment
On feet | grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 (74 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +10 (+5 eff.) A cap made of leather. |
Tool | Isleseta the Bleakworth [power 27] (13 cooldown) Isleseta the Bleakworth [power 27] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% darkness Changes damage: +6% darkness It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 27 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Dazzlespar' steel ring 'Dazzlespar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +24% acid Changes resistances penetration: +10% light Changes damage: +12% acid Life regen: +0.20 Rings can have magical properties. |
On fingers | steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+4 eff.) Confusion immunity: +24% Rings can have magical properties. |
Around neck | copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
In main hand | steel shield 'Zeronarivor' (6 def, 2 armour, 11-13.2 power, 40 block) steel shield 'Zeronarivor' (6 def, 2 armour, 11-13.2 power, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +1% physical / +11% light / +12% darkness Changes resistances penetration: +10% blight Talent granted: +2 Block Handheld deflection devices. |
In off hand | dwarven-steel shield 'Moldsnake' (12 def, 2 armour, 31-37.2 power, 85.5 block) dwarven-steel shield 'Moldsnake' (12 def, 2 armour, 31-37.2 power, 85.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +86 Burst (radius 1) on hit: +8 nature When wielded/worn: Armour: +2 Defense: +12 (+6 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Reduces incoming crit damage: 5.00% Deflect projectiles away: +9% Handheld deflection devices. |
Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chamaldir the steel mail armour (2 def, 6 armour) Chamaldir the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +5% arcane Spell save: +10 (+5 eff.) Life regen: +1.40 Maximum life: +49.00 Healing mod.: +12% A suit of armour made of mail. |
Inventory
Phlegmveil (4 def, 9 armour) Phlegmveil (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +17% cold Changes resistances penetration: +15% mind Changes damage: +3% nature A suit of armour made of metal plates. |
reinforced iron shield of cold resistance (+16%) (4 def, 7 armour, 8.5-10.2 power, 38.5 block) reinforced iron shield of cold resistance (+16%) (4 def, 7 armour, 8.5-10.2 power, 38.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +38 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 after 40 turns, 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 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. |
Achievements
By Ba'dock the Stone Boy the Dwarf Stone Warden level 4
22nd Voratun 122nd year of Ascendancy at 10:21 see stats
Log
Ba'dock the Stone Boy hits Ginor the Guardian for 12 physical, 8 physical, 4 nature (24 total damage).
Skeleton warrior uses Stunning Blow.
Ba'dock the Stone Boy hits Ginor the Guardian for 3 physical damage.
Ba'dock the Stone Boy hits Skeleton warrior for 3 physical damage.
Ginor the Guardian hits Ba'dock the Stone Boy for 6 physical damage.
Skeleton warrior hits Ba'dock the Stone Boy for 30 physical, 6 acid, , 10 blight (46 total damage).
Stone Vine from Ba'dock the Stone Boy hits Skeleton warrior for 4 physical, 3 arcane (7 total damage).
Ba'dock the Stone Boy hits Ginor the Guardian for 10 physical, 8 physical, 4 nature (22 total damage).
Ginor the Guardian misses Ba'dock the Stone Boy.
Skeleton warrior hits Ba'dock the Stone Boy for 17 physical, 6 acid, , 10 blight (33 total damage).
Ba'dock the Stone Boy hits Skeleton warrior for 3 physical damage.
Stone Vine from Ba'dock the Stone Boy hits Skeleton warrior for 4 physical, 3 arcane (7 total damage).
Ba'dock the Stone Boy misses Ginor the Guardian.
Ba'dock the Stone Boy hits Ginor the Guardian for 12 physical damage.
Ginor the Guardian misses Ba'dock the Stone Boy.
Skeleton warrior misses Ba'dock the Stone Boy.
Stone Vine from Ba'dock the Stone Boy hits Skeleton warrior for 4 physical, 3 arcane (7 total damage).
Ba'dock the Stone Boy hits Ginor the Guardian for 10 physical, 7 physical, 4 nature (22 total damage).
Ginor the Guardian misses Ba'dock the Stone Boy.
Skeleton warrior hits Ba'dock the Stone Boy for 15 physical, 6 acid, , 10 blight (31 total damage).
Ba'dock the Stone Boy hits Skeleton warrior for 3 physical damage.
Stone Vine from Ba'dock the Stone Boy hits Skeleton warrior for 4 physical, 3 arcane (7 total damage).
Skeleton warrior is seized by a stone vine.
Ba'dock the Stone Boy hits Ginor the Guardian for 11 physical, 7 physical, 4 nature (22 total damage).
Ginor the Guardian casts Invoke Darkness.
Saving game...