Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.0 |
| Addons | Store Wish List 1.0.1Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.0.1Donators/Buyers bonus! "Save" Talent/Stat Points 1.0.1A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.0.1Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Timed Rest 1.0.1Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 27 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Mayyleritira the armoured skeleton warrior at level 18 on the 30th Shortage 122nd year of Ascendancy at 15:03 0 / 7Killed by Mayyleritira the armoured skeleton warrior at level 18 on the 30th Shortage 122nd year of Ascendancy at 16:02 Killed by Urkis, the High Tempest at level 18 on the 1st Iron 123rd year of Ascendancy at 09:00 Killed by Gibrerivea the storm drake hatchling at level 19 on the 2nd Iron 123rd year of Ascendancy at 12:36 Killed by entrenched horror at level 21 on the 2nd Steel 123rd year of Ascendancy at 12:09 Killed by ritch flamespitter at level 24 on the 26th Stralite 123rd year of Ascendancy at 11:37 Killed by dreaming horror at level 27 on the 5th Voratun 123rd year of Ascendancy at 17:54 |
Primary Stats
| Strength | 46 (base 33) |
| Dexterity | 8 (base 10) |
| Constitution | 38 (base 29) |
| Magic | 41 (base 38) |
| Willpower | 61 (base 37) |
| Cunning | 15 (base 10) |
Resources
| Life | -94/854 |
| Mana | 431/431 |
| Equilibrium | 30 |
| Positive | 0/128 |
| Healing Factor | 0.90000000000002 |
| Regeneration | 0.36000000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 13 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 38 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 38 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39.35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
| Blight | +12% |
| Physical | +19% |
| Mind | +5% |
| Nature | +8% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 81.995807361331 (97.462686567164%) |
| Defense | 44.766666666667 |
| Ranged Defense | 54.433333333333 |
| Fatigue | 32 |
| Physical Save | 64.284513761468 |
| Spell Save | 42.812685015291 |
| Mental Save | 51.112685015291 |
Defense: Resistances
| Blight | + 21%( 70%) |
| Physical | -18%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 7%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 69%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Disarm Resistance | 40% |
| Confusion Resistance | 65% |
| Knockback Resistance | 63% |
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 22% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 936% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Eldritch Infusion |
| talent | Shards |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 25%. Distortion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is being ravaged by distortion, taking 90.29 physical damage and is losing one physical effect turn. Ravage |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by crimson crystal. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by grave wight. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 29. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 within3 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 | pair of dwarven-steel boots 'Blindtrencher' (5 def, 11 armour) pair of dwarven-steel boots 'Blindtrencher' (5 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Ranged Defense: +4 Fatigue: +3% Damage when the wearer is hit: 12 darkness Changes resistances: +8% temporal / +7% lightning / +9% fire Changes resistances penetration: +10% darkness Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp of corpselight alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% darkness / +9% blight Spellpower: +4 Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 26 blight damage or heals 35 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Polema the Brightraze (2 def, 0 armour) Polema the Brightraze (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Wil Changes resistances: +7% mind / +12% blight / +9% light Changes resistances penetration: +10% nature / +5% light Changes damage: +5% mind / +12% blight Physical save: +17 Mental save: +8 Maximum psi: +21.00 Mindpower: +7 Mental crit. chance: +2% Light radius: +3 A pointy cloth hat, very wizardly... |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. This talent receives a reduced benefit from the Reach talent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Eilinemira the Ichorpiercer (dig speed 11 turns) Eilinemira the Ichorpiercer (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Changes stats: +2 Str Damage when the wearer hits(melee): 6 fire Damage when the wearer is hit: 4 nature / 4 fire Changes resistances: +7% physical Changes resistances penetration: +10% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | mule's gold ring of clarity mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Mental save: +11 Confusion immunity: +25% Rings can have magical properties. |
| Around neck | stabilizing gold amulet of vision stabilizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% temporal Blindness immunity: +15% Pinning immunity: +24% Knockback immunity: +23% Infravision radius: +7 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
| In main hand | Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | reinforced stralite shield of cold resistance (+19%) (10 def, 7 armour, 43 dam, 200.5 block) reinforced stralite shield of cold resistance (+19%) (10 def, 7 armour, 43 dam, 200.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.0 - 51.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +7 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +19% cold Talent granted: +4 Block Handheld deflection devices |
| Cloak | Lisith (10 def, 0 armour) Lisith (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 Physical crit. chance: +3.0% Defense: +10 Changes damage: +3% physical Physical save: +10 Stamina each turn: +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Thronesmen (20 def, 29 armour) Cuirass of the Thronesmen (20 def, 29 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Armour Hardiness: +10% Defense: +20 Fatigue: +0% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +100.00 Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
insidious poison infusion of the psychic (50 nature damage, 24% healing reduction) insidious poison infusion of the psychic (50 nature damage, 24% 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: 4.0 Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.43 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
movement infusion of the duelist (678% speed; 5 turns) movement infusion of the duelist (678% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. |
movement infusion of the sneak (732% speed; 4 turns) movement infusion of the sneak (732% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 732% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
acid wave rune of the duelist (69 acid damage; power 14; dur 3) acid wave rune of the duelist (69 acid damage; power 14; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 69.40 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 14 for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 15 for 4 turns) invisibility rune of the psychic (power 15 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 15) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet of magic (+3) grounding copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding gold amulet of mastery (0.19 Spell / Eldritch stone) grounding gold amulet of mastery (0.19 Spell / Eldritch stone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Talent mastery: +0.19 Spell / Eldritch stone Stun/Freeze immunity: +26% Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] 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. |
marksman's gold ring of fire (+24%) marksman's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Stun/Freeze immunity: +25% Life regen: +1.10 Rings can have magical properties. |
mule's steel ring of sensing mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Blindness immunity: +23% See stealth: +5 See invisible: +10 Rings can have magical properties. |
rogue's gold ring of nature (+26%) rogue's gold ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
rogue's stralite ring of perseverance rogue's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 Changes stats: +5 Cun Stun/Freeze immunity: +35% Life regen: +2.40 Rings can have magical properties. |
rogue's stralite ring of tenacity rogue's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 Changes stats: +6 Cun Disarm immunity: +29% Pinning immunity: +20% Knockback immunity: +27% Maximum life: +28.00 Rings can have magical properties. |
titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of phasing (17.5-22.75 power, 15 apr)flaming dwarven-steel dagger of phasing (17.5-22.75 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +15 Physical crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Burst (radius 1) on hit: +8 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, darkness damage)yew vilestaff (20-24 power, 4 apr, darkness damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Branihek BranihekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +3 Dex Changes resistances: +3% fire / +9% acid Allows you to breathe in: water Mental crit. chance: +8% A belt that goes around your waist. |
Halakath the cashmere cloak (2 def, 8 armour) Halakath the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Damage when the wearer hits(melee): 4 blight Changes resistances: +15% cold New effects duration reduction after a teleport: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muckpall (3 def, 0 armour) Muckpall (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when the wearer is hit: 12 nature Changes resistances: +56% mind / +9% nature Changes damage: +28% mind / +3% nature / +12% temporal Mental save: +17 Mindpower: +4 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of tirelessness (0 def, 3 armour)pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +14.00 A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 134.25 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
stabilizing hardened leather cap of constitution (+5) (0 def, 3 armour) stabilizing hardened leather cap of constitution (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Physical save: +13 A cap made of leather. |
Beledana (8 def, 2 armour, 30.5 dam, 80 block) Beledana (8 def, 2 armour, 30.5 dam, 80 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage when this weapon hits: +15 ice When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 7 cold Damage when the wearer is hit: 16 cold Changes resistances: +9% lightning / +3% temporal Talent granted: +3 Block Spell save: +3 Confusion immunity: +5% Handheld deflection devices |
Lisuta the Naturezeal (8 def, 2 armour, 34.5 dam, 80 block) Lisuta the Naturezeal (8 def, 2 armour, 34.5 dam, 80 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.5 - 41.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage when this weapon hits: +8 gravity / +12 nature slow When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +1 Str / +1 Con Changes resistances: +20% acid Changes resistances penetration: +5% physical Talent granted: +3 Block Handheld deflection devices |
84 alchemist agate 84 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Silaldawen SilaldawenCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag / +5 Cun Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 25/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) 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, costing 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 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 old Sher'tul places of power, any items dropped inside is 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 charged psionic shield 'Ichorserpent' [power 63] (24/20 cooldown) dwarven-steel torque of charged psionic shield 'Ichorserpent' [power 63] (24/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 nature Changes damage: +6% mind Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Mental save: +3 Psi when firing a critical mind attack: +1.00 It can be used to setup a psionic shield, reducing all lightning and blight damage by 63 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (24/20 cooldown) dwarven-steel torque of clear mind [power 2] (24/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 193] (24/6 cooldown) dwarven-steel torque of mindblast [power 193] (24/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 96-193), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of thermal psionic shield [power 79] (24/20 cooldown) dwarven-steel torque of thermal psionic shield [power 79] (24/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire and cold damage by 79 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of psychoportation [power 37] (24/30 cooldown) hateful dwarven-steel torque of psychoportation [power 37] (24/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of kinetic psionic shield [power 43] (24/20 cooldown) psionic steel torque of kinetic psionic shield [power 43] (24/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 43 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Tarrudir [power 3] (24/20 cooldown) Tarrudir [power 3] (24/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +2 Grants telepathy: Dragon Healing mod.: +5% It can be used to remove up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of cure illness [power 2] (24/20 cooldown) natural yew totem of cure illness [power 2] (24/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of healing [power 157] (24/35 cooldown) natural yew totem of healing [power 157] (24/35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 157, placing all other charms into a 35 cooldown. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
warded ash wand of lightning [power 108] (24/6 cooldown) warded ash wand of lightning [power 108] (24/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 fire / +2 cold / +2 lightning / +2 blight / +1 temporal Talent granted: +1 Ward It can be used to fire a beam of lightning (dam 36-108), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ihavethestones the Dwarf Stone Warden level 21
2nd Steel 123rd year of Ascendancy at 20:33 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ihavethestones the Dwarf Stone Warden level 19
1st Iron 123rd year of Ascendancy at 16:19 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ihavethestones the Dwarf Stone Warden level 17
14th Loss 122nd year of Ascendancy at 17:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ihavethestones the Dwarf Stone Warden level 20
17th Iron 123rd year of Ascendancy at 15:39 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ihavethestones the Dwarf Stone Warden level 18
1st Iron 123rd year of Ascendancy at 10:30 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ihavethestones the Dwarf Stone Warden level 21
2nd Steel 123rd year of Ascendancy at 19:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ihavethestones the Dwarf Stone Warden level 10
14th Profit 122nd year of Ascendancy at 02:11 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ihavethestones the Dwarf Stone Warden level 20
16th Iron 123rd year of Ascendancy at 08:01 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ihavethestones the Dwarf Stone Warden level 17
19th Dearth 122nd year of Ascendancy at 03:09 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ihavethestones the Dwarf Stone Warden level 5
21st Voratun 122nd year of Ascendancy at 20:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ihavethestones the Dwarf Stone Warden level 7
3rd Acquisition 122nd year of Ascendancy at 08:33 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ihavethestones the Dwarf Stone Warden level 21
2nd Steel 123rd year of Ascendancy at 20:33 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ihavethestones the Dwarf Stone Warden level 19
7th Iron 123rd year of Ascendancy at 01:30 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ihavethestones the Dwarf Stone Warden level 7
2nd Profit 122nd year of Ascendancy at 12:20 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By Ihavethestones the Dwarf Stone Warden level 19
6th Iron 123rd year of Ascendancy at 23:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ihavethestones the Dwarf Stone Warden level 22
18th Steel 123rd year of Ascendancy at 05:57 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Ihavethestones the Dwarf Stone Warden level 24
25th Gold 123rd year of Ascendancy at 17:07 see stats
Log
Ihavethestones's purging blight area effect hits Dreaming horror for (9 dismissed), (4 resonance), 2 to psi, 1 blight (3 total damage).
Ihavethestones receives 32 healing from Ihavethestones's purging blight area effect.
Dreaming horror casts Rune: Phase Door.
Dreaming horror is out of phase.
Dreaming horror receives 7 healing (15 psi heal).
Ihavethestones uses Nature's Touch.
The stone shield around Ihavethestones explodes!
Dreaming horror converts some damage to Psi!
Ravage from Dreaming horror hits Ihavethestones for 37 mind, (79 to stone), 27 physical (64 total damage).
Ihavethestones hits Dreaming horror for (48 resonance), 18 to psi, 15 arcane (33 total damage).
Dreaming horror uses Sleep.
Ihavethestones resists the sleep!
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Ihavethestones's purging blight area effect hits Dreaming horror for (4 dismissed), (2 resonance), 1 to psi, 1 blight (1 total damage).
Ihavethestones receives 32 healing from Ihavethestones's purging blight area effect.
Dreaming horror receives 8 healing (18 psi heal).
Ihavethestones deactivates Stone Vines.
Ihavethestones uses Infusion: Movement.
Ihavethestones is moving freely.
Ihavethestones prepares for the next kill!.
Dreaming horror uses Distortion Bolt.
Ihavethestones slows down.
Ravage from Dreaming horror hits Ihavethestones for 106 physical damage.
Ihavethestones is moving less freely.
Saving game...
