











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 25 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Emeloriawe the yellow ooze at level 9 on the 30th Profit 122nd year of Ascendancy at 18:40 1 / 6Killed by Killimeter at level 15 on the 3rd Loss 122nd year of Ascendancy at 15:20 Killed by Killimeter at level 15 on the 18th Loss 122nd year of Ascendancy at 14:17 Killed by Salewe the orc warrior at level 16 on the 19th Shortage 122nd year of Ascendancy at 15:52 Killed by ritch larva at level 16 on the 19th Shortage 122nd year of Ascendancy at 17:18 Killed by Chronolith Clone at level 21 on the 8th Voratun 123rd year of Ascendancy at 11:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 63 (base 51) |
| Dexterity | 31 (base 18) |
| Constitution | 58 (base 45) |
| Magic | 8 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 1102/1102 |
| Stamina | 157/157 |
| Equilibrium | 30 |
| Healing Factor | 1.4201339505269 |
| Regeneration | 7.4717462394963 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 27.388114253578 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 54 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +12% |
| Nature | +9% |
| Physical | +12% |
| Cold | +5% |
| All | +2% |
Offense: Damage Penetration
| Light | +15% |
| Cold | +25% |
| Fire | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 98.397172954839 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 23 |
| Physical Save | 51 |
| Spell Save | 54 |
| Mental Save | 30 |
Defense: Resistances
| Nature | + 19%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 18%( 70%) |
| Acid | + 15%( 70%) |
| Fire | + 15%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 50% |
| Pinning Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Shield Wall |
| talent | Antimagic Shield |
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 |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning 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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 61. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | hardened leather gloves 'Bethisenn' (20 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+9 eff.) Physical power: +10 (+3 eff.) Armour: +2 Defense: +20 (+10 eff.) Damage (Melee): 5 nature Changes resistances: +7% nature / +6% blight Changes damage: +7% nature Only die when reaching: -40.00 life 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 | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 8 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. |
| On fingers | steel ring 'Growthstreak'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +9% lightning / +3% fire Changes resistances penetration: +5% nature / +10% fire Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | steel amulet 'Lisiminne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% light Maximum life: +40.00 See invisible: +6 Amulets make your neck look great! |
| In main hand | Blood-Letter (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Emada the Obsidianslice (0 def, 6 armour, 34-41 power, 88.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 On weapon hit: * 10% chance to reduce damage dealt by 18% Damage (Melee): +20 acid Damage (radius 1) on hit: +4 darkness / +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 5 fire Changes resistances: +3% acid Changes resistances penetration: +5% cold Changes damage: +3% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Emelille the Dawnbraid (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% light Physical save: +5 (+2 eff.) Equilibrium when hit: +0.04 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glintbane the dwarven-steel plate armour (0 def, 22 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 13% Changes resistances penetration: +15% light Changes damage: +3% acid Physical save: +3 (+1 eff.) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the psychic (heal 182; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Willpower 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 nature talent. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 283.56 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
2 garnet0.00 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 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) 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. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
2 quartz0.00 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Killimeter the Dwarf Bulwark level 15
1st Shortage 122nd year of Ascendancy at 09:12 see stats
Bringer of Doom
Killed a Bringer of Doom.By Killimeter the Dwarf Bulwark level 16
3rd Gold 123rd year of Ascendancy at 12:04 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Killimeter the Dwarf Bulwark level 19
16th Gold 123rd year of Ascendancy at 20:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Killimeter the Dwarf Bulwark level 8
6th Profit 122nd year of Ascendancy at 01:11 see stats
Exterminator
Killed 1000 creatures.By Killimeter the Dwarf Bulwark level 20
2nd Voratun 123rd year of Ascendancy at 05:47 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Killimeter the Dwarf Bulwark level 19
10th Gold 123rd year of Ascendancy at 07:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Killimeter the Dwarf Bulwark level 23
18th Voratun 123rd year of Ascendancy at 17:50 see stats
Level 10
Got a character to level 10.By Killimeter the Dwarf Bulwark level 10
29th Dearth 122nd year of Ascendancy at 11:12 see stats
Level 20
Got a character to level 20.By Killimeter the Dwarf Bulwark level 20
7th Stralite 123rd year of Ascendancy at 03:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Killimeter the Dwarf Bulwark level 20
7th Stralite 123rd year of Ascendancy at 05:13 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Killimeter the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 20:27 see stats
That was close
Killed your target while having only 1 life left.By Killimeter the Dwarf Bulwark level 16
19th Shortage 122nd year of Ascendancy at 17:16 see stats
The Arena
Unlocked Arena mode.By Killimeter the Dwarf Bulwark level 9
25th Profit 122nd year of Ascendancy at 22:12 see stats
The secret city
Discovered the truth about mages.By Killimeter the Dwarf Bulwark level 9
30th Profit 122nd year of Ascendancy at 06:37 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Killimeter the Dwarf Bulwark level 20
1st Voratun 123rd year of Ascendancy at 13:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Killimeter the Dwarf Bulwark level 19
5th Gold 123rd year of Ascendancy at 05:01 see stats
Unstoppable
Returned from the dead.By Killimeter the Dwarf Bulwark level 21
8th Voratun 123rd year of Ascendancy at 11:33 see stats
Log
Killimeter performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior's armor corrodes!
Killimeter hits Armoured skeleton warrior for 52 cold, 45 physical, 13 light (111 total damage).
Bloodcaller hits Killimeter for 1 healing, 1 healing (0 total damage) [2 healing].
Killimeter killed Armoured skeleton warrior!
You pickup 2.80 gold pieces.
There is a next level here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is a next level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
You gain 1.00 gold from the transmogrification of deadly pouch of dwarven-steel shots of accuracy (19/19, 40-48 power, 3 apr).
You gain 0.35 gold from the transmogrification of dwarven-steel helm (0 def, 4 armour).
You gain 5.39 gold from the transmogrification of dwarven-steel gauntlets of the nighthunter (0 def, 2 armour).
You gain 0.55 gold from the transmogrification of hardened leather belt of resilience.
You gain 0.10 gold from the transmogrification of hardened leather belt.
You gain 0.75 gold from the transmogrification of thorny mindstar (10-10 power, 24 apr, nature damage).
You gain 2.47 gold from the transmogrification of horrifying thorny mindstar of balance (8-9 power, 24 apr, mind damage).
You gain 19.03 gold from the transmogrification of steel mace 'Murkfear' (13-18 power, 3 apr).
You gain 4.85 gold from the transmogrification of chilling dwarven-steel dagger of rage (16-20 power, 7 apr).
You gain 1.51 gold from the transmogrification of acid wave rune (damage 108; dur 4; cd 22).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.




































































