














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 37 / 13% |
Size | big |
Lifes / Deaths | Killed by ghoulking at level 29 on the 28th Iron 123rd year of Ascendancy at 15:48 / 2Killed by Kra'Tor the Gluttonous at level 37 on the 23rd Iron 124th year of Ascendancy at 12:29 |
Primary Stats
Strength | 111 (base 59) |
Dexterity | 24 (base 10) |
Constitution | 55 (base 30) |
Magic | 64 (base 40) |
Willpower | 58 (base 31) |
Cunning | 23 (base 10) |
Resources
Life | -1178/1254 |
Mana | 66/491 |
Equilibrium | 40 |
Healing Factor | 1.6 |
Regeneration | 5.1200000000001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 1 |
Infravision | 5 |
See Stealth | 13 |
See Invisible | 27 |
Offense: Mainhand
Damage | 160 |
Accuracy | 25 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 80 |
Accuracy | 25 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Acid | +7% |
Light | +25% |
Nature | +20% |
Blight | +16% |
Physical | +5% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 125.39150155558 (92%) |
Defense | 39 |
Ranged Defense | 45 |
Fatigue | 39 |
Physical Save | 65 |
Spell Save | 50 |
Mental Save | 55 |
Defense: Resistances
Acid | + 8%( 70%) |
Blight | + 34%( 70%) |
Physical | + 34%( 70%) |
Mind | + 20%( 70%) |
All | + 13%( 70%) |
Darkness | + 56%( 80%) |
Light | + 52%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 21%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Poison Resistance | 50% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -700 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2056 life, 23 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 4 nature, 3 fire |
Class Talents
Spell / Eldritch shield | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen power | 1.50 |
| 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 | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Eldritch Infusion |
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 |
beneficial effect | Keeps you from dying even if your life drops to -1162 Heroism |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target's skin reacts to damage, granting 40 armour. Stoneskin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Mebash. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Mebash. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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'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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 145. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 serendipity. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. * '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 have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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! | done |
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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +2 Wil +4 Con dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +7% acid +7% blight Res.pen +8% physical ----- def ----- Armour +3 Disease- +31% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Ego++] Arcane/Master Power 38.5 - 46.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 19 On Hit: 20% Curse of Impotence 3 On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Str +2 Mag +6 Wil dps ---------- Mind.pwr +20 (+7 eff.) Melee+ 12 mind Dmg.mod +10% mind ----- def ----- Armour +3 Resists +9% mind ---------- misc Max.psi +40.00 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex +2 Wil +3 Cun dps ---------- Dmg.mod +9% blight Melee Ret 6 blight ----- def ----- Crit.dmg- 15.00% Blind- +36% ---------- misc Infravis +5 See.Stealth +13 See.Invis +8 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 22/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% fire +10% lightning ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Phys.save +7 (+1 eff.) HP.reg +0.80 Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% 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
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T4 longsword 1H weapon [Ego] Master Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +11 (+6 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +22% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +9 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +13 fire Blunt and deadly. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -7% Resists +5% arcane +18% blight Crit.dmg- 15.00% Die.at -80.00 life Max.HP +60.00 ---------- misc Max.enc +32 A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +13% mind +11% all Phys.save +15 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +25 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T4 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Melee+ 5 acid 7 fire 5 cold 5 lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 31.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 7.0 T3 shield armor [Ego+] Master When used to Attack: Power 37.0 - 44.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mebash the Dwarf Stone Warden level 31
1st Steel 123rd year of Ascendancy at 15:15 see stats
By Mebash the Dwarf Stone Warden level 32
4th Gold 123rd year of Ascendancy at 21:18 see stats
By Mebash the Dwarf Stone Warden level 30
30th Iron 123rd year of Ascendancy at 19:45 see stats
By Mebash the Dwarf Stone Warden level 33
3rd Wealth 123rd year of Ascendancy at 19:11 see stats
By Mebash the Dwarf Stone Warden level 36
19th Dearth 123rd year of Ascendancy at 22:37 see stats
By Mebash the Dwarf Stone Warden level 35
14th Dearth 123rd year of Ascendancy at 10:41 see stats
By Mebash the Dwarf Stone Warden level 31
14th Steel 123rd year of Ascendancy at 07:10 see stats
By Mebash the Dwarf Stone Warden level 15
44th Profit 122nd year of Ascendancy at 14:19 see stats
By Mebash the Dwarf Stone Warden level 34
16th Wealth 123rd year of Ascendancy at 15:20 see stats
By Mebash the Dwarf Stone Warden level 17
10th Wealth 122nd year of Ascendancy at 05:32 see stats
By Mebash the Dwarf Stone Warden level 32
24th Steel 123rd year of Ascendancy at 14:50 see stats
By Mebash the Dwarf Stone Warden level 25
34th Dearth 122nd year of Ascendancy at 10:51 see stats
By Mebash the Dwarf Stone Warden level 10
2nd Profit 122nd year of Ascendancy at 11:15 see stats
By Mebash the Dwarf Stone Warden level 20
5th Dearth 122nd year of Ascendancy at 06:21 see stats
By Mebash the Dwarf Stone Warden level 30
29th Iron 123rd year of Ascendancy at 16:14 see stats
By Mebash the Dwarf Stone Warden level 25
34th Dearth 122nd year of Ascendancy at 14:13 see stats
By Mebash the Dwarf Stone Warden level 25
40th Dearth 122nd year of Ascendancy at 18:11 see stats
By Mebash the Dwarf Stone Warden level 35
18th Wealth 123rd year of Ascendancy at 15:50 see stats
By Mebash the Dwarf Stone Warden level 22
16th Dearth 122nd year of Ascendancy at 07:40 see stats
By Mebash the Dwarf Stone Warden level 35
16th Wealth 123rd year of Ascendancy at 22:12 see stats
By Mebash the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 00:26 see stats
By Mebash the Dwarf Stone Warden level 37
23rd Iron 124th year of Ascendancy at 12:29 see stats
By Mebash the Dwarf Stone Warden level 11
11st Profit 122nd year of Ascendancy at 15:18 see stats
By Mebash the Dwarf Stone Warden level 32
4th Gold 123rd year of Ascendancy at 21:18 see stats
By Mebash the Dwarf Stone Warden level 31
11st Steel 123rd year of Ascendancy at 07:32 see stats
By Mebash the Dwarf Stone Warden level 33
22nd Voratun 123rd year of Ascendancy at 11:42 see stats
By Mebash the Dwarf Stone Warden level 17
12nd Wealth 122nd year of Ascendancy at 09:54 see stats
By Mebash the Dwarf Stone Warden level 33
21st Voratun 123rd year of Ascendancy at 23:49 see stats
By Mebash the Dwarf Stone Warden level 27
21st Iron 123rd year of Ascendancy at 20:30 see stats
By Mebash the Dwarf Stone Warden level 19
19th Wealth 122nd year of Ascendancy at 13:09 see stats
By Mebash the Dwarf Stone Warden level 29
28th Iron 123rd year of Ascendancy at 15:48 see stats
By Mebash the Dwarf Stone Warden level 29
29th Iron 123rd year of Ascendancy at 16:14 see stats
Log
Mebash misses Warmaster Gnarg.
Mebash misses Mirror Image.
Mebash misses Mirror Image.
Mebash misses Kra'Tor the Gluttonous.
Mebash misses Orc fighter.
Personal New Achievement: That was close (Roguelike)!
Mebash misses Orc archer.
Mebash misses Orc archer.
Melee retaliation hits Mebash for 9 acid, 9 fire (19 total damage).
Mebash hits Orc berserker for 268 arcane, 12 light, 12 arcane, 8 mind, 246 arcane, 12 light, 12 arcane, 8 mind, 13 light, 10 light (601 total damage).
Mebash hits Vampire for 18 light, 18 light, 19 light, 16 light, 220 arcane, 14 light, 10 arcane, 7 mind, 252 arcane (573 total damage).
Mebash hits Kra'Tor the Gluttonous for 6 light, 6 light, 104 arcane, 7 light, 7 arcane, 3 mind, 6 light, 5 light, 7 light, 7 light (159 total damage).
Mebash hits Orc fighter for 13 light, 193 arcane, 10 light, 11 arcane, 6 mind, 10 light, 14 light, 14 light (270 total damage).
Mebash hits Warmaster Gnarg for 126 arcane, 5 light, 5 arcane, 4 mind, 5 light, 5 light (151 total damage).
Mebash hits Orc high pyromancer for 11 light, 9 light, 8 light, 204 arcane, 12 light, 12 arcane, 8 mind, 233 arcane, 12 light, 12 arcane, 4 mind (525 total damage).
Mebash hits Mirror Image for 117 arcane, 8 arcane, 5 mind, 84 arcane, 8 arcane, 5 mind (229 total damage).
Melee retaliation hits Mebash for 20 cold damage.
Mebash killed Vampire!
Orc high pyromancer's cleansing fire area effect hits Kra'Tor the Gluttonous for 23 fire damage.
Kra'Tor the Gluttonous hits Mebash for 24 physical, 46 acid (70 total damage).
Melee retaliation hits Kra'Tor the Gluttonous for 1 blight, 4 arcane (5 total damage).
Mebash the level 37 dwarf stone warden was dissolved to death by Kra'Tor the Gluttonous on level 2 of Vor Armoury.
Mebash deactivates Shards.
Mebash is not stunned anymore.
Mebash deactivates Stone Skin.
Mebash deactivates Eldritch Infusion.
Mirror Image recovers sight.
Mirror Image seems more focused.
Mirror Image seems more focused.
Mirror Image recovers sight.