Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 21 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Salemiwyn the skeleton archer at level 21 on the 4th Loss 122nd year of Ascendancy at 09:12 / 2Killed by Salemiwyn the skeleton archer at level 21 on the 4th Loss 122nd year of Ascendancy at 13:24 |
Primary Stats
| Strength | 70 (base 31) |
| Dexterity | 22 (base 10) |
| Constitution | 33.694731887191 (base 20) |
| Magic | 44 (base 33) |
| Willpower | 52 (base 31) |
| Cunning | 30 (base 10) |
Resources
| Life | -46/693 |
| Mana | 238/380 |
| Equilibrium | 48 |
| Healing Factor | 1 |
| Regeneration | 75.17 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +81.873075307798% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 43 |
| Crit Chance | 51% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 43 |
| Crit Chance | 51% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40.666666666667 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.2 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +27% |
| All | +7% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 83.2 (90%) |
| Defense | 33.6 |
| Ranged Defense | 48.4 |
| Fatigue | 32 |
| Physical Save | 44.389385386839 |
| Spell Save | 36.7375 |
| Mental Save | 40.191666666667 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 51%( 70%) |
| Physical | + 55%( 70%) |
| Cold | + 49%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 49% |
| Stun Resistance | 100% |
| Confusion Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 402 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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 940% 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. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Infusion |
| talent | Shards |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 21 and doing 88.10 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 74.32 life per turn. Regeneration |
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 grave | active |
You failed to protect the lone alchemist from death by giant brown ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 104. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within3 lumberjacks have died. | 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 | miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +2 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 21.86 cold damage and 25.95 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item's Vault. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. 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 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. This item has been sent to the Item's Vault. |
| On hands | Critter (8 def, 3 armour) Critter (8 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +40.0% Armour: +3 Defense: +8 Changes stats: +10 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% lightning / +3% temporal Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +74.00% Trap disarming bonus: +21 Physical save: +18 Disarm immunity: +15% Spell crit. chance: +40% Mental crit. chance: +40% Defense after a teleport: +5 Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Tool | Yvoyama of clear mind [power 1] (20 cooldown) Yvoyama of clear mind [power 1] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +8 Damage when the wearer hits(melee): 8 blight Confusion immunity: +15% Stun/Freeze immunity: +15% It can be used to absorbs and nullifies at most 1 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's gold ring of perseverance savior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 Spell save: +7 Mental save: +6 Stun/Freeze immunity: +29% Life regen: +0.60 Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. 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: 6.00 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 21 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | icy dwarven-steel shield (8 def, 2 armour, 32.5 dam, 81 block) icy dwarven-steel shield (8 def, 2 armour, 32.5 dam, 81 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: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +81 Damage when this weapon hits: +12 ice When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 10 cold Talent granted: +3 Block Handheld deflection devices |
| Around waist | Urotar UrotarPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Ranged Defense: +20 Changes resistances: +9% acid A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield (8 def, 2 armour, 32 dam, 79.5 block) flaming dwarven-steel shield (8 def, 2 armour, 32 dam, 79.5 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: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +80 Burst (radius 1) on hit: +10 fire When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 fire Talent granted: +3 Block Handheld deflection devices |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.4 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Duration will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
| Main armor | Suojelija (9 def, 36 armour) Suojelija (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 Fatigue: +26% Changes stats: +11 Str / +13 Con Damage when the wearer is hit: 12 light / 4 acid Changes resistances: +40% physical / +40% fire / +37% cold / +41% lightning / +39% acid / +6% light Changes resistances penetration: +15% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +34% Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +100.00 Light radius: +3 A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
Gloomslicer (6 def, 2 armour, 15 dam, 37.5 block) Gloomslicer (6 def, 2 armour, 15 dam, 37.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +38 Burst (radius 1) on hit: +16 blight When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 8 darkness Changes resistances penetration: +15% blight Talent granted: +2 Block Handheld deflection devices |
flaming steel shield of harmony (6 def, 2 armour, 17.5 dam, 44.5 block) flaming steel shield of harmony (6 def, 2 armour, 17.5 dam, 44.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +44 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 12 fire Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 24 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
2 lapis lazuli 2 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. |
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. |
2 topaz 2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of strength (dig speed 38 turns) iron pickaxe of strength (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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 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. |
amethyst 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. This item has been sent to the Item's Vault. |
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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By Hakku the Dwarf Stone Warden level 19
25th Dearth 122nd year of Ascendancy at 07:21 see stats
Earth Master (Nightmare difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Hakku the Dwarf Stone Warden level 19
7th Dearth 122nd year of Ascendancy at 10:20 see stats
Exterminator (Nightmare difficulty)
Killed 1000 creatures.By Hakku the Dwarf Stone Warden level 20
31st Dearth 122nd year of Ascendancy at 20:34 see stats
Home sweet home (Nightmare difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hakku the Dwarf Stone Warden level 16
24th Profit 122nd year of Ascendancy at 20:25 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Hakku the Dwarf Stone Warden level 10
1st Acquisition 122nd year of Ascendancy at 16:53 see stats
Level 20 (Nightmare difficulty)
Got a character to level 20.By Hakku the Dwarf Stone Warden level 20
31st Dearth 122nd year of Ascendancy at 04:52 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By Hakku the Dwarf Stone Warden level 18
1st Wealth 122nd year of Ascendancy at 17:10 see stats
Size matters (Nightmare difficulty)
Did over 600 damage in one attack.By Hakku the Dwarf Stone Warden level 17
37th Profit 122nd year of Ascendancy at 08:35 see stats
Squadmate (Nightmare difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Hakku the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 12:36 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Hakku the Dwarf Stone Warden level 12
19th Profit 122nd year of Ascendancy at 06:35 see stats
The secret city (Nightmare difficulty)
Discovered the truth about mages.By Hakku the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 23:50 see stats
Treasure Hunter (Nightmare difficulty)
Amassed 1000 gold pieces.By Hakku the Dwarf Stone Warden level 18
5th Dearth 122nd year of Ascendancy at 22:43 see stats
Unstoppable (Nightmare difficulty)
Returned from the dead.By Hakku the Dwarf Stone Warden level 21
4th Loss 122nd year of Ascendancy at 09:12 see stats
Log
Salemiwyn the skeleton archer casts Soul Rot.
Salemiwyn the skeleton archer's spell attains critical power!
Salemiwyn the skeleton archer hits Crystaline Half (Hakku) for 476 blight damage.
Crystaline Half (Hakku) casts Earthen Missiles.
Crystaline Half (Hakku) hits Salemiwyn the skeleton archer for 51 physical, 9 physical damage (total 59.35).
Crystaline Half (Hakku) hits Salemiwyn the skeleton archer for 51 physical, 9 physical damage (total 59.35).
Hakku's skin returns to normal.
Hakku is free from the weakness disease.
Salemiwyn the skeleton archer hits Hakku for 0 blight damage.
Crystaline Half (Hakku)'s skin returns to normal.
Salemiwyn the skeleton archer hits Crystaline Half (Hakku) for 0 blight damage.
Salemiwyn the skeleton archer casts Blood Boil.
Hakku slows down.
Crystaline Half (Hakku) slows down.
Salemiwyn the skeleton archer hits Crystaline Half (Hakku) for 177 blight damage.
Salemiwyn the skeleton archer hits Hakku for 155 blight damage.
Crystaline Half (Hakku) performs a critical strike!
Crystaline Half (Hakku) hits Salemiwyn the skeleton archer for 165 physical, 9 blight damage (total 173.56).
Talent Eldritch Blow is ready to use.
Salemiwyn the skeleton archer hits Hakku for 72 blight damage.
Salemiwyn the skeleton archer hits Crystaline Half (Hakku) for 82 blight damage.
Salemiwyn the skeleton archer killed Crystaline Half (Hakku)!
Salemiwyn the skeleton archer uses Re-assemble.
Salemiwyn the skeleton archer hits Hakku for 72 blight damage.
Salemiwyn the skeleton archer casts Soul Rot.
Salemiwyn the skeleton archer's spell attains critical power!
Saving game...
