Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 Stone Wardens DLC Class 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 19 / 61% |
Size | big |
Lifes / Deaths | Killed by Amahdurri the shalore at level 8 on the 9th Wealth 122nd year of Ascendancy at 05:39 0 / 6Killed by Hamir the halfling at level 12 on the 22nd Dearth 122nd year of Ascendancy at 05:52 Killed by Shield Maiden at level 14 on the 18th Shortage 122nd year of Ascendancy at 15:50 Killed by Chronolith Twin at level 19 on the 18th Steel 123rd year of Ascendancy at 17:39 Killed by Chronolith Clone at level 19 on the 18th Steel 123rd year of Ascendancy at 19:31 Killed by Chronolith Clone at level 19 on the 18th Steel 123rd year of Ascendancy at 21:53 |
Primary Stats
Strength | 33 (base 27) |
Dexterity | 1 (base 10) |
Constitution | 35 (base 32) |
Magic | 24 (base 26) |
Willpower | 26 (base 24) |
Cunning | 5 (base 10) |
Resources
Life | -73/598 |
Mana | 250/250 |
Equilibrium | 45 |
Healing Factor | 1 |
Regeneration | 0.95 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +134.488269086% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 65 |
Accuracy | 5 |
Crit Chance | 0% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 5 |
Crit Chance | 2% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21.6 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Darkness | +8% |
Temporal | +8% |
All | 0% |
Offense: Damage Penetration
Fire | +15% |
Defense: Base
Armour (hardiness) | 22.433691344791 (30%) |
Defense | 17.85 |
Ranged Defense | 26.925 |
Fatigue | 31 |
Physical Save | 34.688857142857 |
Spell Save | 34.038857142857 |
Mental Save | 28.213857142857 |
Defense: Resistances
Darkness | + 14%( 70%) |
All | + 6%( 70%) |
Temporal | + 14%( 70%) |
Blight | + 17%( 70%) |
Fire | + 15%( 70%) |
Cold | + 20%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Pinning Resistance | 20% |
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 33% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 17% for 4 turns. Its effects scale with your Magic stat. |
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. |
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 136 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 860% over 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Shards |
talent | Eldritch Infusion |
detrimental effect | The target has been returned to a much younger state, reducing all its stats by 8. Turn Back the Clock |
detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is confused, acting randomly (chance 30%) and unable to perform complex actions. Confused |
beneficial effect | Increases global action speed by 49%. Speed |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have -10791 minutes and 13 seconds to find it! | 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 | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. * You've found the needed minotaur nose. | 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 within3 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 | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
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 | bladed rough leather cap of knowledge (0 def, 1 armour) bladed rough leather cap of knowledge (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Wil / +3 Cun Damage when the wearer is hit: 6 physical Mindpower: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.66 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | 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. |
On fingers | gladiator's steel ring of arcana(+0.10/turn) gladiator's steel ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +6 Con Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
On fingers | savior's steel ring of tenacity savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 Spell save: +5 Mental save: +6 Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +23% Rings can have magical properties. |
Around neck | Infernosmash InfernosmashPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 10 fire / 6 acid Damage when the wearer is hit: 20 fire Changes resistances penetration: +15% fire Amulets can have magical properties. |
In main hand | Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
In off hand | icy dwarven-steel shield of purity (8 def, 2 armour, 29.5 dam, 86 block) icy dwarven-steel shield of purity (8 def, 2 armour, 29.5 dam, 86 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +86 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: 12 cold Changes resistances: +11% nature / +12% blight Talent granted: +3 Block Handheld deflection devices |
Cloak | spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +4 Wil / +3 Mag Spell save: +6 Maximum mana: +42.00 Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Amulets can have magical properties. |
Dairotir DairotirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +12% temporal Light radius: +3 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 13 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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. |
Galeterror (23-36.8 power, 2 apr) Galeterror (23-36.8 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +16 lightning When wielded/worn: Changes stats: +4 Str Changes resistances: +15% lightning Changes damage: +12% lightning Massive two-handed swords. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage when the wearer hits(ranged): 25 arcane Light radius: +2 This bow is said to be the tool of an infamous dwarven spy, rumours said it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Thalore-Wood Cuirass (4 def, 10 armour) Thalore-Wood Cuirass (4 def, 10 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
stralite plate armour 'Hettakhad' (7 def, 33 armour) stralite plate armour 'Hettakhad' (7 def, 33 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +33 Defense: +7 Fatigue: +26% Changes stats: +1 Mag Changes resistances: +15% lightning Changes resistances penetration: +5% blight Spell crit. chance: +4% A suit of armour made of metal plates. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 214/400. 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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 Shield Maiden the Dwarf Stone Warden level 6
18th Profit 122nd year of Ascendancy at 03:13 see stats
By Shield Maiden the Dwarf Stone Warden level 15
8th Iron 123rd year of Ascendancy at 05:55 see stats
By Shield Maiden the Dwarf Stone Warden level 4
13rd Profit 122nd year of Ascendancy at 13:19 see stats
By Shield Maiden the Dwarf Stone Warden level 10
24th Wealth 122nd year of Ascendancy at 17:55 see stats
By Shield Maiden the Dwarf Stone Warden level 12
17th Dearth 122nd year of Ascendancy at 15:04 see stats
By Shield Maiden the Dwarf Stone Warden level 4
21st Voratun 122nd year of Ascendancy at 17:57 see stats
By Shield Maiden the Dwarf Stone Warden level 6
25th Profit 122nd year of Ascendancy at 02:08 see stats
By Shield Maiden the Dwarf Stone Warden level 16
27th Iron 123rd year of Ascendancy at 00:16 see stats
By Shield Maiden the Dwarf Stone Warden level 13
15th Loss 122nd year of Ascendancy at 13:22 see stats
By Shield Maiden the Dwarf Stone Warden level 16
25th Iron 123rd year of Ascendancy at 19:37 see stats
By Shield Maiden the Dwarf Stone Warden level 16
10th Iron 123rd year of Ascendancy at 07:55 see stats
Log
Shield Maiden hits Chronolith Clone for 18 arcane damage.
Chronolith Twin hits Shield Maiden for 44 physical damage.
Chronolith Twin hits Chronolith Clone for 21 physical damage.
Chronolith Clone casts Turn Back the Clock.
Shield Maiden is returned to a much younger state!
Chronolith Clone hits Shield Maiden for 95 temporal damage.
Shield Maiden hits Chronolith Twin for 2 physical, 2 arcane damage (total 3.64).
Chronolith Clone rearranges history.
Spacetime has stabilized around Chronolith Clone.
Chronolith Twin casts Repulsion Blast.
Shield Maiden is knocked back!
Chronolith Twin hits Shield Maiden for 115 physical damage.
Chronolith Twin casts Energy Absorption.
Chronolith Clone slows down.
Shield Maiden hits Chronolith Twin for 2 physical, 2 arcane damage (total 3.64).
Shield Maiden misses Chronolith Clone.
Shield Maiden hits Chronolith Clone for 1 physical, 2 arcane, 3 fire, 2 cold, 2 blight, 5 nature, 2 cold, 2 arcane, 2 fire, 1 acid damage (total 17.41).
Chronolith Clone hits Shield Maiden for 32 acid damage.
Chronolith Twin casts Dust to Dust.
Chronolith Twin hits Shield Maiden for 98 temporal, 89 physical damage (total 185.31).
Chronolith Clone misses Shield Maiden.
Shield Maiden is not stunned anymore.
Afterimage is grabbed by a stone vine.
Shield Maiden hits Chronolith Twin for 7 physical, 6 arcane damage (total 12.12).
Chronolith Clone casts Rethread.
Shield Maiden loses sight!
Saving done.
Saving done.
Saving game...