Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 21 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 18 on the 23rd Wealth 122nd year of Ascendancy at 20:22 1 / 5Killed by ritch flamespitter at level 18 on the 23rd Wealth 122nd year of Ascendancy at 21:24 Killed by Xerath the blade horror at level 21 on the 19th Dearth 122nd year of Ascendancy at 19:29 Killed by Xerath the blade horror at level 21 on the 19th Dearth 122nd year of Ascendancy at 20:49 Killed by Kilip at level 21 on the 19th Dearth 122nd year of Ascendancy at 21:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 47) |
| Dexterity | 19 (base 18) |
| Constitution | 48 (base 40) |
| Magic | 8 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 710/710 |
| Stamina | 210/210 |
| Equilibrium | 0 |
| Healing Factor | 1.4 |
| Regeneration | 3.99 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 9% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Acid | +11% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42.74 (75.5%) |
| Defense | 19.15 |
| Ranged Defense | 22.575 |
| Fatigue | 38 |
| Physical Save | 41.35 |
| Spell Save | 11.55 |
| Mental Save | 26.65 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 27%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 9%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Knockback Resistance | 30% |
| Stun Resistance | 23% |
| Poison Resistance | 21% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Dexterity stat. |
| Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 665% 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 7/10 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance is greatly increased. Zero Gravity |
Quests
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 Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +2. | 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 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: 32. | 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 honey tree root. * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 8 armour) miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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 Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | thaloren dwarven-steel helm (0 def, 4 armour) thaloren dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Wil Mental save: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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. |
| On fingers | treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature Physical save: +7 Poison immunity: +11% Disease immunity: +12% Rings can have magical properties. |
| On fingers | treant's copper ring of corrosion (+5%) treant's copper ring of corrosion (+5%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature / +22% acid Changes damage: +11% acid Physical save: +6 Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | hateful dwarven-steel mace of ruin (25-35 power, 4 apr) hateful dwarven-steel mace of ruin (25-35 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +7 darkness Damage against: +8% Humanoid When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Critical mult.: +12.00% Blunt and deadly. |
| On hands | archer's iron gauntlets of regeneration (0 def, 1 armour) archer's iron gauntlets of regeneration (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +5 Armour: +1 Changes stats: +3 Cun / +3 Dex Life regen: +0.60 Stamina each turn: +0.40 Psi each turn: +0.12 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | flaming steel shield of gloom (6 def, 2 armour, 17.5 dam, 41 block) flaming steel shield of gloom (6 def, 2 armour, 17.5 dam, 41 block)Requires: - Strength 16 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 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: +41 Damage when this weapon hits: +12 % chances to cause a gloom effect 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 % chances to cause a gloom effect / 11 fire Talent granted: +2 Block Handheld deflection devices |
| Main armor | Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Around neck | grounding steel amulet of strength (+4) grounding steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +14% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Inventory
wizard's wild infusion (resist 12%; cure magical) wizard's wild infusion (resist 12%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Magic 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumberance: +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. |
protective copper amulet protective copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 Physical save: +8 Amulets can have magical properties. |
rogue's copper ring of darkness (+22%) rogue's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
huntsman's dwarven-steel longsword of erosion (22-30.8 power, 4 apr) huntsman's dwarven-steel longsword of erosion (22-30.8 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +10 nature / +7 temporal Damage against: +8% Animal Sharp, long, and deadly. |
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. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil 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: 6.00 Travel Speed: instantaneous 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. 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. |
prismatic iron helm of dexterity (+3) (0 def, 3 armour) prismatic iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +11% darkness / +11% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
7 spinel 7 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of annihilation (20/20, 36.5-43.8 power, 7 apr)pouch of dwarven-steel shots of annihilation (20/20, 36.5-43.8 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +7 Physical crit. chance: +7.0% Capacity: 20 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel torque of kinetic psionic shield [power 39] (20 cooldown)hateful dwarven-steel torque of kinetic psionic shield [power 39] (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 physical and acid damage by 39 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chances to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Kilip the Dwarf Bulwark level 17
40th Profit 122nd year of Ascendancy at 19:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kilip the Dwarf Bulwark level 8
29th Voratun 122nd year of Ascendancy at 10:19 see stats
Exterminator
Killed 1000 creaturesBy Kilip the Dwarf Bulwark level 20
13rd Dearth 122nd year of Ascendancy at 01:14 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kilip the Dwarf Bulwark level 16
27th Profit 122nd year of Ascendancy at 22:40 see stats
Level 10
Got a character to level 10.By Kilip the Dwarf Bulwark level 10
3rd Profit 122nd year of Ascendancy at 13:56 see stats
Level 20
Got a character to level 20.By Kilip the Dwarf Bulwark level 20
12nd Dearth 122nd year of Ascendancy at 04:42 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Kilip the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 17:14 see stats
Treasure Hunter
Amass 1000 gold pieces.By Kilip the Dwarf Bulwark level 18
29th Wealth 122nd year of Ascendancy at 10:58 see stats
Log
Kilip hits Xerath the blade horror for 9 fire, 13 blight damage (total 20.72).
Kilip is invigorated by the attack!
Kilip is invigorated by the attack!
Kilip is invigorated by the attack!
Kilip is invigorated by the attack!
Kilip resists the mind attack!
Kilip is invigorated by the attack!
Kilip is invigorated by the attack!
Kilip loses sight!
Kilip hits Xerath the blade horror for 9 fire, 13 blight damage (total 20.72).
Xerath the blade horror hits Kilip for 1 fire, 1 cold, 1 lightning, 1 acid, 3 physical, 2 mind, 6 fire, 5 acid, 5 physical damage (total 20.23).
Talent Shield Pummel is ready to use.
Kilip the level 21 dwarf bulwark was mutilated to death by Xerath the blade horror on level 4 of Loryrerig.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Resting starts...
Talent Block is ready to use.
Talent Infusion: Wild is ready to use.
Talent Shield Pummel is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Shield Wall is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Saving done.
Saving done.
Saving game...
