Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Chronometer 1.0.1 Talent Point Planner 1.0.4 Fixed Grappling 1.0.4 Notes to Self 1.0.3 Faster Run/Rest/Explore 1.0.4 zTome 1.0.4 Much Better AI talent weights 1.0.4 Plenum Tooltip: Enhanced actor tooltip display for TOME v1.10 1.0.4 Stone Wardens DLC Class 1.0.3 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 11 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by dolleg at level 11 on the 24th Voratun 122nd year of Ascendancy at 23:39 / 1 |
Primary Stats
| Strength | 23 (base 19) |
| Dexterity | 14 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 22 (base 24) |
| Willpower | 32 (base 25) |
| Cunning | 10 (base 10) |
Resources
| Life | -24/326 |
| Mana | 198/210 |
| Equilibrium | 30 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 32 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 32 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.2 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +10% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 29.083201609301 (60%) |
| Defense | 17.4 |
| Ranged Defense | 22.7 |
| Fatigue | 25 |
| Physical Save | 21.025 |
| Spell Save | 18.9 |
| Mental Save | 14.7 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 34%( 70%) |
| Fire | + 31%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 5% |
| Bleed Resistance | 5% |
| Teleport Resistance | 15% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Shards |
| talent | Eldritch Infusion |
Quests
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 |
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 Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of rough leather boots of evasion (5 def, 1 armour) blood-soaked pair of rough leather boots of evasion (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +3 Armour: +1 Defense: +5 Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 21% chance to completely evade them for 8 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Healing mod.: +10% A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating linen wizard hat of corrosion (+5%) (1 def, 0 armour) insulating linen wizard hat of corrosion (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% fire / +5% cold / +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly... |
| Tool | shadowy ash wand of conjuration [power 151] (1/6 cooldown) shadowy ash wand of conjuration [power 151] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 75-151), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's steel ring of nature (+24%) marksman's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | stabilizing rough leather belt stabilizing rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +7 A belt that goes around your waist. |
| In main hand | Mydir (4 def, 2 armour, 8.5 dam, 24.5 block) Mydir (4 def, 2 armour, 8.5 dam, 24.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Cut immunity: +5% Silence immunity: +15% Disarm immunity: +5% Teleport immunity: +15% Handheld deflection devices |
| In off hand | iron shield (4 def, 2 armour, 10 dam, 18 block) iron shield (4 def, 2 armour, 10 dam, 18 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
| Main armor | impenetrable iron mail armour of fire resistance (2 def, 11 armour) impenetrable iron mail armour of fire resistance (2 def, 11 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +12% Changes resistances: +16% fire A suit of armour made of mail. |
| Around neck | insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
Inventory
insidious poison infusion of the titan (17 nature damage, 21% healing reduction) insidious poison infusion of the titan (17 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.71 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring of arcana(+0.13/turn) copper ring of arcana(+0.13/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.13 Rings can have magical properties. |
marksman's steel ring of blight (+10%) marksman's steel ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
rogue's steel ring of physical power rogue's steel ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 Confusion immunity: +20% Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. mighty ash longbowmighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Physical power: +6 Changes stats: +2 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Eclipse (18-21.6 power, 4 apr, darkness damage)Eclipse (18-21.6 power, 4 apr, darkness damage) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talents cooldown: Twilight (-1 turn) Firebeam (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. Gereth (19-22.8 power, 3 apr, lightning damage)Gereth (19-22.8 power, 3 apr, lightning damage) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +5% Undead / +5% Animal When wielded/worn: Changes resistances: +1% physical Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of fate (15-18 power, 3 apr, darkness damage)ash vilestaff of fate (15-18 power, 3 apr, darkness damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +4 Spell save: +3 Mental save: +2 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing iron waraxe of projection (6.5-9.1 power, 2 apr)arcing iron waraxe of projection (6.5-9.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +7 lightning / +6 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe of massacre (13.5-18.9 power, 2 apr)balanced iron waraxe of massacre (13.5-18.9 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +5 One-handed war axes. |
miner's pair of rough leather boots of tirelessness (0 def, 5 armour) miner's pair of rough leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
cleansing iron helm of strength (+2) (0 def, 3 armour) cleansing iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% nature / +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic steel mail armour of acid resistance (2 def, 6 armour) prismatic steel mail armour of acid resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +11% light / +15% acid / +11% darkness A suit of armour made of mail. |
cured leather armour of cold resistance (2 def, 4 armour) cured leather armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +15% cold A suit of armour made of leather. |
cleansing steel plate armour of cold resistance (4 def, 9 armour) cleansing steel plate armour of cold resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +16% cold / +10% nature / +12% blight A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 9 dam, 16.5 block) iron shield (4 def, 2 armour, 9 dam, 16.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
2 agate 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport to a distant place, costing 1 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
supercharged elm totem of cure illness [power 1] (1/29 cooldown) supercharged elm totem of cure illness [power 1] (1/29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 diseases from the target, placing all other charms into a 29 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of cure poisons [power 1] (1/27 cooldown) supercharged elm totem of cure poisons [power 1] (1/27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 27 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: When used to imbue an object: Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Obsidian the Dwarf Stone Warden level 10
22nd Voratun 122nd year of Ascendancy at 11:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Obsidian the Dwarf Stone Warden level 9
21st Voratun 122nd year of Ascendancy at 01:53 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Obsidian the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 06:18 see stats
Log
The skin of Dolleg starts dripping acid.
Talent Infusion: Regeneration is ready to use.
Talent Meditation is ready to use.
Obsidian uses shadowy ash wand of conjuration [power 151] (6 cooldown)!
Obsidian hits dolleg for 107 fire damage.
Dolleg uses Slime Spit.
Obsidian slows down.
Dolleg hits Obsidian for 66 nature damage.
Obsidian casts Pulverizing Auger.
Obsidian hits dolleg for 102 physical damage.
Obsidian uses Block.
Obsidian hits dolleg for 7 arcane, 13 nature, 10 arcane, 7 nature, 10 arcane damage (total 44.22).
Dolleg hits Obsidian for 48 acid, 30 acid, 30 acid damage (total 107.10).
Obsidian hits dolleg for 7 arcane damage.
Dolleg hits Obsidian for 51 acid damage.
Obsidian uses Nature's Touch.
Obsidian speeds up.
Obsidian hits dolleg for 7 arcane, 15 nature, 10 arcane, 8 nature, 10 arcane damage (total 46.68).
Dolleg hits Obsidian for 51 acid, 30 acid, 30 acid damage (total 109.65).
Obsidian casts Eldritch Blow.
Dolleg resists the stun!
Dolleg hits Obsidian for 30 acid, 30 acid damage (total 59.50).
Obsidian hits dolleg for 51 arcane, 10 arcane, 29 arcane, 10 arcane damage (total 97.52).
Saving game...
