Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Midnight 1.0.4Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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 | 20 / 11% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 50 (base 38) |
Dexterity | 12 (base 10) |
Constitution | 37 (base 26) |
Magic | 37 (base 29) |
Willpower | 36 (base 19) |
Cunning | 10 (base 10) |
Resources
Life | 678/678 |
Mana | 294/294 |
Equilibrium | 45 |
Healing Factor | 1 |
Regeneration | 2.85 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 88 |
Accuracy | 33 |
Crit Chance | 2% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 33 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35.5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 28.6 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Lightning | +15% |
Mind | +6% |
Temporal | +3% |
Physical | +6% |
Arcane | 0% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Fire | +5% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 51.2 (81.694915254237%) |
Defense | 29.85 |
Ranged Defense | 35.35 |
Fatigue | 55 |
Physical Save | 49.83261896801 |
Spell Save | 33.798928452016 |
Mental Save | 32.073928452016 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 20%( 70%) |
Physical | + 25%( 70%) |
Cold | + 39%( 70%) |
All | + 6%( 70%) |
Darkness | + 34%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 9%( 70%) |
Fire | + 15%( 70%) |
Lightning | + 14%( 70%) |
Defense: Immunities
Disarm Resistance | 45% |
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 156 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
talent | Stone Vines |
talent | Shards |
talent | Eldritch Infusion |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)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 Dexterity by +2. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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's current energy level is: 35. | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. 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...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Dairydin the Blazeworth (4 def, 3 armour) Dairydin the Blazeworth (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 Armour: +3 Defense: +4 Ranged Defense: +3 Fatigue: +3% Changes damage: +6% lightning Life regen: +0.40 Stamina each turn: +0.20 A pair of boots made of leather. |
Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
On head | Emelilenor (0 def, 4 armour) Emelilenor (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Con Changes resistances penetration: +10% mind Changes damage: +6% mind Physical save: +7 Mental save: +11 Psi each turn: +0.20 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Bakath the Kindlepiety (0 def, 2 armour) Bakath the Kindlepiety (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +2 Changes stats: +3 Str / +2 Dex / +2 Mag Changes resistances penetration: +5% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 48 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | conjurer's steel ring of corrosion (+22%) conjurer's steel ring of corrosion (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +22% acid Changes damage: +11% acid Spellpower: +6 Rings can have magical properties. |
On fingers | Urthenarichik the Chargemalice Urthenarichik the ChargemaliceCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +3% mind / +9% lightning Changes damage: +9% lightning Disarm immunity: +45% Pinning immunity: +42% Knockback immunity: +40% Maximum life: +44.00 Rings can have magical properties. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 199 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in the Age of Dusk, in an attempt to enhance their connection with Nature. |
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. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc 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: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Spell save: +5 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 30.5 dam, 105 block) Black Mesh (8 def, 2 armour, 30.5 dam, 105 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +105 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 When you block an attack, there is a 30% of pulling in the attacker. Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | cashmere cloak 'Glyna' (9 def, 0 armour) cashmere cloak 'Glyna' (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Damage when the wearer is hit: 8 temporal / 8 acid Changes resistances: +3% temporal Changes damage: +3% temporal Physical save: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 6; power 33; turns 5; dispells darkness)sun infusion of the sneak (rad 6; power 33; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel battleaxe (18.5-27.75 power, 2 apr)blazebringer's steel battleaxe (18.5-27.75 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 36% fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +2% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger of ruin (8.5-11.05 power, 6 apr)elemental steel dagger of ruin (8.5-11.05 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 10% fire / 11% cold / 10% lightning / 10% acid When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Critical mult.: +9.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. runic ash longbow of coldrunic ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). Damage when this weapon hits(ranged): +5 cold When wielded/worn: Changes stats: +1 Mag Changes damage: +7% arcane / +13% cold Spellpower: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. insidious steel longsword of crippling (12-16.8 power, 3 apr)insidious steel longsword of crippling (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +10 insidious poison When wielded/worn: Physical crit. chance: +8.0% Sharp, long, and deadly. |
Glorilethra the voratun mail armour (5 def, 17 armour) Glorilethra the voratun mail armour (5 def, 17 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 Fatigue: +16% Changes stats: +11 Str / +4 Con Damage when the wearer is hit: 4 acid Changes resistances: +19% physical / +8% fire / +9% cold / +7% lightning / +11% acid / +13% darkness Changes resistances penetration: +10% arcane / +10% acid Maximum life: +52.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour of cold resistance (2 def, 6 armour)radiant steel mail armour of cold resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +2 Wil Damage when the wearer is hit: 6 light Changes resistances: +14% blight / +16% darkness / +17% cold Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of lightning resistance (2 def, 4 armour)cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +17% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant cured leather armour of Eyal (2 def, 4 armour)radiant cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +2 Wil Damage when the wearer is hit: 5 light Changes resistances: +14% darkness / +15% blight Life regen: +1.00 Maximum life: +40.00 Light radius: +1 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. crackling steel shield of harmony (6 def, 2 armour, 17.5 dam, 39 block)crackling steel shield of harmony (6 def, 2 armour, 17.5 dam, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +39 Damage when this weapon hits: +12 lightning When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +2 Dex Damage when the wearer is hit: 11 lightning Changes resistances: +11% lightning Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block Healing mod.: +12% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 19 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. sentry's quiver of ash arrows (17/24, 17.5-24.5 power, 7 apr)sentry's quiver of ash arrows (17/24, 17.5-24.5 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.5 - 24.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 24 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
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. |
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. |
This item will automatically be transmogrified when you leave the level. hateful steel torque of psychoportation [power 27] (30 cooldown)hateful steel torque of psychoportation [power 27] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Rock Smash the Dwarf Stone Warden level 12
30th Profit 122nd year of Ascendancy at 15:29 see stats
By Rock Smash the Dwarf Stone Warden level 12
23rd Profit 122nd year of Ascendancy at 17:57 see stats
By Rock Smash the Dwarf Stone Warden level 19
33rd Dearth 122nd year of Ascendancy at 11:19 see stats
By Rock Smash the Dwarf Stone Warden level 19
33rd Dearth 122nd year of Ascendancy at 01:34 see stats
By Rock Smash the Dwarf Stone Warden level 20
40th Dearth 122nd year of Ascendancy at 07:29 see stats
By Rock Smash the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 18:26 see stats
By Rock Smash the Dwarf Stone Warden level 20
40th Dearth 122nd year of Ascendancy at 05:45 see stats
By Rock Smash the Dwarf Stone Warden level 18
4th Dearth 122nd year of Ascendancy at 04:09 see stats
By Rock Smash the Dwarf Stone Warden level 4
18th Voratun 122nd year of Ascendancy at 21:45 see stats
By Rock Smash the Dwarf Stone Warden level 6
27th Voratun 122nd year of Ascendancy at 08:37 see stats
By Rock Smash the Dwarf Stone Warden level 18
31st Dearth 122nd year of Ascendancy at 20:30 see stats
By Rock Smash the Dwarf Stone Warden level 18
25th Dearth 122nd year of Ascendancy at 15:54 see stats
Log
Rock Smash hits Walcaio the halfling for 73 physical, 20 cold, 19 arcane, 37 physical, 17 arcane (165 total damage).
Walcaio the halfling hits Rock Smash for 5 light damage.
Rock Smash killed Walcaio the halfling!
Rock Smash picks up (b.): blazebringer's steel battleaxe (18.5-27.75 power, 2 apr).
Rock Smash picks up (f.): cured leather armour of lightning resistance (2 def, 4 armour).
Rock Smash picks up (l.): hateful steel torque of psychoportation [power 27] (30 cooldown).
Rock Smash stops regenerating health quickly.
Talent Stone Spikes is ready to use.
Rock Smash picks up (c.): runic ash longbow of cold.
Rock Smash picks up (h.): radiant cured leather armour of Eyal (2 def, 4 armour).
Rock Smash picks up (j.): sentry's quiver of ash arrows (17/24, 17.5-24.5 power, 7 apr).
Rock Smash picks up (c.): elemental steel dagger of ruin (8.5-11.05 power, 6 apr).
Talent Resilience of the Dwarves is ready to use.
Talent Eldritch Fury is ready to use.
Talent Infusion: Regeneration is ready to use.
Rock Smash no longer has a cursed wound.
Resting starts...
Rested for 78 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 17 turns (stop reason: at exit).