












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 35 / 54% |
Size | medium |
Lifes / Deaths | Killed by gigantic gravity worm at level 16 on the 19th Loss 122nd year of Ascendancy at 15:55 0 / 8Killed by Urkis, the High Tempest at level 24 on the 12nd Iron 123rd year of Ascendancy at 03:11 Killed by elven mage at level 26 on the 29th Iron 123rd year of Ascendancy at 23:17 Killed by Xerylaith the xorn at level 29 on the 17th Steel 123rd year of Ascendancy at 07:37 Killed by greater multi-hued wyrm at level 32 on the 14th Gold 123rd year of Ascendancy at 09:36 Killed by Belamira the cold drake at level 32 on the 15th Gold 123rd year of Ascendancy at 22:53 Killed by The Master at level 35 on the 16th Stralite 123rd year of Ascendancy at 19:48 Killed by armoured skeleton warrior at level 35 on the 16th Stralite 123rd year of Ascendancy at 21:07 |
Primary Stats
Strength | 38 (base 21) |
Dexterity | 8 (base 10) |
Constitution | 50 (base 34) |
Magic | 71 (base 60) |
Willpower | 70 (base 46) |
Cunning | 36 (base 10) |
Resources
Life | -82/1230 |
Mana | 218/604 |
Equilibrium | 113 |
Vim | 216/236 |
Healing Factor | 1.4786847857242 |
Regeneration | 7.763095125052 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 28.894014938291 |
See Invisible | 28.894014938291 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 133 |
Accuracy | 30 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 30 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +13% |
Physical | +23% |
All | +5% |
Nature | +13% |
Offense: Damage Penetration
Physical | +8% |
All | 0% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 77.361740504931 (100%) |
Defense | 33 |
Ranged Defense | 38 |
Fatigue | 73 |
Physical Save | 69 |
Spell Save | 68 |
Mental Save | 67 |
Defense: Resistances
Acid | -3%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 32%( 70%) |
All | + 10%( 70%) |
Lightning | + 25%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 24%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 10%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Poison Resistance | 14% |
Confusion Resistance | 17% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 451.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Deeprock | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +5. | 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 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 |
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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 153. | 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. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 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 |
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 | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +8% physical Physical save: +8 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% cold / +8% darkness / +7% temporal Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 137.93 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 134.65 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Con Changes resistances: +6% blight / +6% lightning / +8% nature / +5% arcane Changes damage: +5% all Physical save: +7 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +7 (+2 eff.) Poison immunity: +14% Disease immunity: +13% Spellpower: +7 (+2 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +2 Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +9% temporal / +5% arcane / +6% cold Physical save: +17 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +23 (+6 eff.) Disease immunity: +10% Confusion immunity: +17% Mindpower: +6 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
In main hand | ![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire / 2 temporal Changes resistances penetration: +25% temporal Changes damage: +15% lightning Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a temporary shield that absorbs 233 damage Activation puts all charms on cooldown for 21 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +132 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +10 fire When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Armour: +8 Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 9 fire Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +19 (+9 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +12% darkness / +17% temporal Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Knockback immunity: +20% Mental crit. chance: +5% Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) 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
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 100% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() dwarven-steel dagger (18-23 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 70% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) It can be used to activate talent Arcane Supremacy (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+4 eff.) Physical save: +16 (+4 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 20 power out of 28/28) : Effective talent level: 2.0 Power cost: 20 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 82.30 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 140 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. |
![]() Powered 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) Activation costs 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. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 71.5 - 85.8 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +13.0% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 56% * 20% chance to create vines that bind the target to the ground dealing 185 nature damage and pinning them for 3 turns Travel speed: +200% Damage (Ranged): +12 darkness Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 490 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Mekavanhu the Dwarf Stone Warden level 33
6th Stralite 123rd year of Ascendancy at 02:44 see stats
By Mekavanhu the Dwarf Stone Warden level 21
1st Iron 123rd year of Ascendancy at 02:50 see stats
By Mekavanhu the Dwarf Stone Warden level 25
12nd Iron 123rd year of Ascendancy at 12:48 see stats
By Mekavanhu the Dwarf Stone Warden level 19
5th Shortage 122nd year of Ascendancy at 17:20 see stats
By Mekavanhu the Dwarf Stone Warden level 25
14th Iron 123rd year of Ascendancy at 10:21 see stats
By Mekavanhu the Dwarf Stone Warden level 23
6th Iron 123rd year of Ascendancy at 04:56 see stats
By Mekavanhu the Dwarf Stone Warden level 10
16th Profit 122nd year of Ascendancy at 01:29 see stats
By Mekavanhu the Dwarf Stone Warden level 20
7th Shortage 122nd year of Ascendancy at 18:00 see stats
By Mekavanhu the Dwarf Stone Warden level 30
35th Steel 123rd year of Ascendancy at 18:40 see stats
By Mekavanhu the Dwarf Stone Warden level 33
1st Stralite 123rd year of Ascendancy at 10:05 see stats
By Mekavanhu the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 04:05 see stats
By Mekavanhu the Dwarf Stone Warden level 10
19th Profit 122nd year of Ascendancy at 10:16 see stats
By Mekavanhu the Dwarf Stone Warden level 29
34th Steel 123rd year of Ascendancy at 09:32 see stats
By Mekavanhu the Dwarf Stone Warden level 5
2nd Profit 122nd year of Ascendancy at 23:42 see stats
By Mekavanhu the Dwarf Stone Warden level 29
33rd Steel 123rd year of Ascendancy at 22:29 see stats
By Mekavanhu the Dwarf Stone Warden level 27
12nd Steel 123rd year of Ascendancy at 14:26 see stats
By Mekavanhu the Dwarf Stone Warden level 17
4th Shortage 122nd year of Ascendancy at 09:29 see stats
Log
Mekavanhu instinctively hardens his skin and ignores the attack!
Mekavanhu repels an attack from Armoured skeleton warrior.
The Master hits Mekavanhu for 126 arcane damage.
Melee retaliation hits Ghoul for 2 temporal, 13 fire (14 total damage).
Armoured skeleton warrior is free from the stone vine.
You fail to use Stone Spikes due to your equilibrium!
Armoured skeleton warrior is seized by a stone vine.
Talent Throw Boulder is ready to use.
Melee retaliation hits Armoured skeleton warrior for 2 temporal, 13 fire (14 total damage).
Armoured skeleton warrior hits Mekavanhu for 27 physical, 6 blight (32 total damage).
Armoured skeleton warrior uses Block.
Ghoul uses Gnaw.
Mekavanhu resists Ghoul's 'Ghoul Rot'!
Melee retaliation hits Ghoul for 3 temporal, 16 fire (19 total damage).
Armoured skeleton warrior is free from the stone vine.
Lord of Skulls (warrior) hits Mekavanhu for 0 physical damage.
Melee retaliation hits Lord of Skulls (warrior) for 2 temporal, 13 fire (14 total damage).
The Master casts Freeze.
The Master's spell attains critical power!
Mekavanhu shrugs off the effect 'Frozen'!
The Master hits Mekavanhu for 254 cold damage.
Armoured skeleton warrior casts Epidemic.
Mekavanhu resists Armoured skeleton warrior's 'Epidemic'!
Melee retaliation hits Armoured skeleton warrior for 2 temporal, 13 fire (14 total damage).
Armoured skeleton warrior hits Mekavanhu for 6 blight damage.
Mekavanhu HEALS from light damage!
Armoured skeleton warrior hits Mekavanhu for 8 physical, 9 light, 53 fire, 88 light (158 total damage).
Melee retaliation hits Armoured skeleton warrior for (2 blocked), 0 temporal, (12 blocked), 0 fire (0 total damage).
Mekavanhu the level 35 dwarf stone warden was sun baked to death by an armoured skeleton warrior on level 9 of Dreadfell.