












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 28 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by cold drake hatchling at level 6 on the 20th Voratun 122nd year of Ascendancy at 12:09 0 / 8Killed by Borfast the Broken at level 24 on the 15th Steel 123rd year of Ascendancy at 03:50 Killed by Borfast the Broken at level 24 on the 15th Steel 123rd year of Ascendancy at 04:58 Killed by ghoul at level 28 on the 29th Steel 123rd year of Ascendancy at 09:23 Killed by ghast at level 28 on the 29th Steel 123rd year of Ascendancy at 10:58 Killed by The Master at level 28 on the 30th Steel 123rd year of Ascendancy at 17:25 Killed by elder vampire at level 28 on the 30th Steel 123rd year of Ascendancy at 18:30 Killed by ghoul at level 28 on the 30th Steel 123rd year of Ascendancy at 18:36 |
Primary Stats
| Strength | 42 (base 16) |
| Dexterity | 11 (base 10) |
| Constitution | 29 (base 21) |
| Magic | 48 (base 41) |
| Willpower | 50 (base 31) |
| Cunning | 44 (base 37) |
Resources
| Life | -148/1161 |
| Mana | 348/462 |
| Equilibrium | 0 |
| Healing Factor | 1.3024687383468 |
| Regeneration | 9.4428983530141 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +3% |
| Fire | +5% |
| Physical | +10% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.36174050493 (81.898876157654%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 48 |
| Physical Save | 45 |
| Spell Save | 49 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 7%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Stun Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 6 turns. While Heroism is active, you will only die when reaching -232 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 464 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1320% for 10 turns (0 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| 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 487% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
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. | active |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Whilger. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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 failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by elder vampire. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Velubremira the orc grand master assassin. Escort: temporal explorer (level 2 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bethuwyn the Toxinwither (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 50% Changes resistances: +3% lightning Stamina each turn: +0.40 Maximum life: +80.00 Maximum stamina: +10.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal alchemist's lamp of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Spellpower: +7 (+3 eff.) Light radius: +6 Infravision radius: +2 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 119.46 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Veliriawyn (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 30% Damage (Melee): 7 fire Changes resistances: +9% blight / +7% fire Changes damage: +5% fire Only die when reaching: -80.00 life Maximum life: +60.00 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 | Voronn the Morningstone [power 236] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% mind Changes damage: +3% light Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +46.00 Healing mod.: +10% Rings make your fingers look great! |
| On fingers | Arima the GlaciergashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +2 Str / +3 Wil / +2 Cun Changes resistances: +6% acid Changes damage: +9% cold Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Rings make your fingers look great! |
| Around neck | insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
| In main hand | Shimmerhue (0 def, 11 armour, 141% power, 127.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +128 Damage (Melee): +8 mind Damage (radius 1) on hit: +8 lightning When wielded/worn: Armour: +11 Fatigue: +8% Changes resistances: +15% mind Changes resistances penetration: +10% darkness / +25% mind Talent granted: +1 Block Handheld deflection devices. |
| Around waist | noble's rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% blight Damage against: +18% Summoned Reduced damage from: +15% Summoned Maximum life: +32.00 A belt that goes around your waist. It was hardened by the digestive sack. |
| In off hand | living dwarven-steel shield of resilience (0 def, 6 armour, 138% power, 84 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (Melee): +12 nature When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +10% nature / +10% blight Talent granted: +1 Block Maximum life: +88.00 Handheld deflection devices. |
| Cloak | linen cloak 'Velogawe' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances: +9% mind Maximum life: +32.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel plate armour of the dragon (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +7% acid / +7% physical / +10% darkness / +13% blight / +8% cold / +7% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +26% Knockback immunity: +23% Light radius: +1 A suit of armour made of metal plates. |
Inventory
marksman's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
rogue's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Damage (Melee): 18 light Damage (Ranged): 11 light Changes stats: +4 Cun / +3 Mag Changes damage: +13% light Rings make your fingers look great! |
wizard's copper ring of arcana (+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
GlorayabethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% lightning / +7% temporal / +3% blight Disarm immunity: +20% Stun/Freeze immunity: +10% A belt that goes around your waist. |
iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 nature Changes resistances: +5% blight / +6% nature Changes damage: +3% nature Spell save: +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str 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. |
Falablek (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% nature / +6% fire Poison immunity: +20% Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable dwarven-steel plate armour of resilience (0 def, 21 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Fatigue: +22% Maximum life: +22.00 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 133% power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 134% Range: 1.4x Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
corrosive dwarven-steel shield (0 def, 6 armour, 138% power, 79.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 acid When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 30% Changes stats: +3 Con Changes resistances: +12% acid Talent granted: +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of resilience (0 def, 6 armour, 136% power, 77 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 6 fire Talent granted: +1 Block Maximum life: +40.00 Handheld deflection devices. |
reinforced steel shield of fire resistance (+17%) (0 def, 5 armour, 115% power, 66.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 115% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +66 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
steel shield of fire resistance (+18%) (0 def, 4 armour, 117% power, 39.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 117% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
61 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 emerald0.00 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lisolevea the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Wil / +2 Con Maximum life: +42.00 Light radius: +3 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(107 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (+3 eff.) Mindpower: +5 (+2 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 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 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 9 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
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 (2/2)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 172 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. |
dwarven-steel torque of gale force 'Velyldaldalaith' [power 235] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% cold Spell save: +6 (+2 eff.) Disease immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 258 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Blindhunger the elm wand of conjuration [power 100] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +15% light Mental crit. chance: +1% It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 110] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Whilger the Dwarf Stone Warden level 24
20th Shortage 122nd year of Ascendancy at 05:25 see stats
Bringer of Doom
Killed a Bringer of Doom.By Whilger the Dwarf Stone Warden level 24
19th Shortage 122nd year of Ascendancy at 02:45 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Whilger the Dwarf Stone Warden level 15
17th Wealth 122nd year of Ascendancy at 14:44 see stats
Exterminator
Killed 1000 creatures.By Whilger the Dwarf Stone Warden level 18
22nd Dearth 122nd year of Ascendancy at 21:21 see stats
Level 10
Got a character to level 10.By Whilger the Dwarf Stone Warden level 10
9th Profit 122nd year of Ascendancy at 04:25 see stats
Level 20
Got a character to level 20.By Whilger the Dwarf Stone Warden level 20
29th Dearth 122nd year of Ascendancy at 02:27 see stats
Size matters
Did over 600 damage in one attack.By Whilger the Dwarf Stone Warden level 23
14th Loss 122nd year of Ascendancy at 20:10 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Whilger the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 20:36 see stats
That was close
Killed your target while having only 1 life left.By Whilger the Dwarf Stone Warden level 24
22nd Iron 123rd year of Ascendancy at 13:29 see stats
The Arena
Unlocked Arena mode.By Whilger the Dwarf Stone Warden level 11
10th Profit 122nd year of Ascendancy at 16:16 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Whilger the Dwarf Stone Warden level 24
22nd Shortage 122nd year of Ascendancy at 01:42 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Whilger the Dwarf Stone Warden level 26
23rd Steel 123rd year of Ascendancy at 01:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Whilger the Dwarf Stone Warden level 18
22nd Dearth 122nd year of Ascendancy at 08:55 see stats
Unstoppable
Returned from the dead.By Whilger the Dwarf Stone Warden level 28
30th Steel 123rd year of Ascendancy at 18:30 see stats
Log
Ghoul's purging blight area effect killed Crystaline Half (Whilger)!
Crystaline Half (Whilger)'s Earthen Missiles hits Armoured skeleton warrior for (36 absorbed) damage.
Crystaline Half (Whilger)'s Earthen Missiles hits The Master for (12 to minion: armoured skeleton warrior), 40 physical, (2 to minion: Lord of Skulls (archer)), 7 physical (46 total damage).
Crystaline Half (Whilger)'s Earthen Missiles hits Something for (6 absorbed) damage.
Crystaline Half (Whilger)'s Earthen Missiles hits The Master for (12 to minion: armoured skeleton warrior), 40 physical, (2 to minion: ghoul), 7 physical (46 total damage).
Crystaline Half (Whilger)'s Earthen Missiles hits Armoured skeleton warrior for (36 absorbed) damage.
Crystaline Half (Whilger)'s Earthen Missiles hits Armoured skeleton warrior for (6 absorbed) damage.
Crystaline Half (Whilger)'s Earthen Missiles hits The Master for (12 to minion: Lord of Skulls (archer)), 40 physical, (2 to minion: armoured skeleton warrior), 7 physical (46 total damage).
Crystaline Half (Whilger)'s Earthen Missiles hits Something for (36 absorbed) damage.
Whilger casts Stone Wall.
The shield around armoured skeleton warrior crumbles.
Whilger hits Armoured skeleton warrior for (74 absorbed), 32 physical (32 total damage).
Whilger hits Ghoul for 78 physical damage.
Whilger hits Armoured skeleton warrior for (78 absorbed), 0 physical (0 total damage).
The Master casts Rigor Mortis.
Whilger shrugs off the effect 'Rigor Mortis'!
Whilger HEALS from darkness damage!
The Master hits Whilger for 179 cold, 187 darkness, 13 healing (366 total damage) [13 healing].
Armoured skeleton warrior hits Whilger for 52 physical, 4 fire (56 total damage).
Whilger instinctively hardens his skin and ignores the attack!
Whilger repels an attack from Ghoul.
Whilger HEALS from darkness damage!
Armoured skeleton warrior receives 55 healing from Ghoul's purging blight area effect.
Ghoul receives 74 healing from Ghoul's purging blight area effect.
The Master receives 63 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Whilger for 18 blight damage.
Bleeding from Crystaline Half (Whilger) hits The Master for (6 to minion: ghoul), 20 physical (20 total damage).
Spikes of Decrepitude hits Whilger for 11 cold, 11 darkness (22 total damage).
Whilger the level 28 dwarf stone warden was debilitated by noxious blight before falling to death by a ghoul on level 9 of Dreadfell.





















































































