











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! "Save" Talent/Stat Points 1.7.0A 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Artificer |
| Level / Exp | 16 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Norgos, the Guardian at level 11 on the 10th Profit 122nd year of Ascendancy at 13:20 3 / 3Killed by war hound at level 16 on the 33rd Profit 122nd year of Ascendancy at 03:52 Killed by Artie at level 16 on the 33rd Profit 122nd year of Ascendancy at 03:57 |
Primary Stats
| Strength | 36 (base 22) |
| Dexterity | 11 (base 11) |
| Constitution | 30 (base 19) |
| Magic | 9 (base 11) |
| Willpower | 16 (base 11) |
| Cunning | 54 (base 43) |
Resources
| Life | 498/498 |
| Stamina | 160/160 |
| Healing Factor | 1.4145243536437 |
| Regeneration | 17.059615440291 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 34.753403342673 |
| See Invisible | 34.753403342673 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 42 |
| Crit Chance | 16% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Blight | +5% |
| Physical | +3% |
| Cold | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.551211628464 (73.607947236566%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 18 |
| Physical Save | 21 |
| Spell Save | 8 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Acid | + 3%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 6%( 70%) |
| Nature | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Stun Resistance | 22% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 91 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Imbuing | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Accessory crafting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Toolsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Inventory management | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 xorn fragment. * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Neroldata the Glintdeath (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 light Changes resistances: +6% lightning / +6% temporal / +3% light Changes damage: +3% cold Light radius: +2 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of strength (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str 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)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring 'Hettadil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+6 eff.) Changes resistances: +3% acid / +3% nature Reduces incoming crit damage: 5.00% Life regen: +4.00 Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | balanced iron greatsword of erosion (17-27 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+5 eff.) Disarm immunity: +29% Massive two-handed swords. |
| On hands | sand iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes damage: +3% physical When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rejuvenating steel plate armour of fire resistance (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +16% fire Life regen: +2.30 Stamina each turn: +0.70 A suit of armour made of metal plates. |
| Cloak | regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Wil / +1 Cun Mental save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
Inventory
regeneration infusion of the titan (heal 162; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of erosion (24-34 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
7 agateRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 1 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 acidic component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
4 arcing component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
arcing component (ammo)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
5 balanced component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
bright component (lite)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Light radius: +2 - +5 Affinity: lite Components can be used to enhance items being crafted! |
cinder component (hands)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Burst on crit (radius 2): 5 - 15 fire Talent on hit: Fire Breath (10% chance). While equipped: Damage (melee): 5 - 15 fire Changes resistances: * +5% - +10% fire Changes damage: * +3% - +11% fire Affinity: hands Components can be used to enhance items being crafted! |
cleansing component (amulet)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +30% nature * +10% - +30% blight Poison immunity: +20% - +50% Disease immunity: +20% - +50% Affinity: amulet Components can be used to enhance items being crafted! |
cleansing component (head)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +5% - +15% nature * +5% - +15% blight Affinity: head Components can be used to enhance items being crafted! |
cleansing component (body)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted! |
cleansing component (belt)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +5% - +15% acid * +5% - +15% blight Affinity: belt Components can be used to enhance items being crafted! |
component of accuracy (ammo)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Accuracy: +5 - +25 Affinity: ammo Components can be used to enhance items being crafted! |
component of acid (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 acid While equipped: Changes damage: * +8% - +22% acid Affinity: ranged Components can be used to enhance items being crafted! |
component of acid resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: body Components can be used to enhance items being crafted! |
component of balance (mindstar)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Physical save: +2 - +10 Spell save: +2 - +10 Mental save: +2 - +10 Equilibrium when hit: +0.50 - +2.50 Affinity: mindstar Components can be used to enhance items being crafted! |
component of channeling (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Mana each turn: +0.10 - +0.60 Spellpower: +8 - +18 When activated: channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on cooldown for 30 turns Affinity: staff Components can be used to enhance items being crafted! |
2 component of clarity (lite)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +5 - +15 See stealth: +5 - +25 See invisible: +5 - +25 Affinity: lite Components can be used to enhance items being crafted! |
component of cold (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 cold While equipped: Changes damage: * +8% - +22% cold Affinity: ranged Components can be used to enhance items being crafted! |
2 component of cold resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: body Components can be used to enhance items being crafted! |
component of cold resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: shield Components can be used to enhance items being crafted! |
component of constitution (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: amulet Components can be used to enhance items being crafted! |
component of corrosion (robes)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% acid Changes damage: * +10% - +30% acid Affinity: robes Components can be used to enhance items being crafted! |
component of dampening (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% cold * +7% - +17% fire * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
3 component of endurance (digger)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Changes stats: * +1 - +5 Str Affinity: digger Components can be used to enhance items being crafted! |
3 component of erosion (melee)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
component of erosion (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: ammo Components can be used to enhance items being crafted! |
component of fire resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
component of health (lite)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Maximum life: +40.00 - +80.00 Affinity: lite Components can be used to enhance items being crafted! |
3 component of illumination (staff)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Defense: +5 - +15 Light radius: +2 - +5 Use talent when activated: Illuminate level 1 - 2 Puts all charms on cooldown for 6 turns Affinity: staff Components can be used to enhance items being crafted! |
component of light (ring)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light Changes damage: * +10% - +20% light Affinity: ring Components can be used to enhance items being crafted! |
component of lightning resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: body Components can be used to enhance items being crafted! |
5 component of massacre (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
3 component of might (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
component of paradox (ammo)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 temporal On hit: * 5 - 15% chance to gain 10% of a turn (3/turn limit) Affinity: ammo Components can be used to enhance items being crafted! |
4 component of phasing (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Armour Penetration: +5 - +25 Damage Shield penetration (this weapon only): +10% - +20% Affinity: melee Components can be used to enhance items being crafted! |
component of power (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spellpower: +4 - +19 Affinity: staff Components can be used to enhance items being crafted! |
component of protection (cloak)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spell save: +5 - +15 Mental save: +5 - +15 Affinity: cloak Components can be used to enhance items being crafted! |
component of resolve (mindstar)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +8 Wil Spell save: +2 - +10 Affinity: mindstar Components can be used to enhance items being crafted! |
component of rushing (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +4 Str * +2 - +4 Con Use talent when activated: Rush level 1 - 3 Puts all charms on cooldown for 25 turns Affinity: feet Components can be used to enhance items being crafted! |
component of sensing (ring)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Blindness immunity: +20% - +50% Infravision radius: +3 - +6 See stealth: +5 - +25 See invisible: +5 - +25 Affinity: ring Components can be used to enhance items being crafted! |
component of spell shielding (body)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +5% - +10% arcane Spell save: +10 - +25 Affinity: body Components can be used to enhance items being crafted! |
component of strength (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Str Affinity: head Components can be used to enhance items being crafted! |
component of temporal resistance (body)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +30% temporal Affinity: body Components can be used to enhance items being crafted! |
component of the mystic (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +1 - +11 Wil * +1 - +11 Mag Spellpower: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of tirelessness (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Stamina each turn: +0.30 - +1.30 Maximum stamina: +10.00 - +40.00 Affinity: feet Components can be used to enhance items being crafted! |
3 component of vileness (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight On hit: * 5 - 30% chance to reduce strength, dexterity, and constitution by 5 Affinity: melee Components can be used to enhance items being crafted! |
component of wind (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Travel speed: +200% On hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
corrosive component (hands)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Burst on crit (radius 2): 5 - 15 acid Talent on hit: Corrosive Breath (10% chance). While equipped: Damage (melee): 5 - 15 acid Changes resistances: * +5% - +10% acid Changes damage: * +3% - +11% acid Affinity: hands Components can be used to enhance items being crafted! |
4 cruel component (staff)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Critical mult.: +10.00% - +20.00% Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
deadly component (ammo)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: ammo Components can be used to enhance items being crafted! |
4 flaming component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
flaming component (ammo)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: ammo Components can be used to enhance items being crafted! |
gifted component (mindstar)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Mindpower: +2 - +12 Affinity: mindstar Components can be used to enhance items being crafted! |
2 hateful component (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
horrifying component (mindstar)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Damage (melee): 3 - 15 mind, 3 - 15 darkness Changes damage: * +2% - +10% mind * +2% - +10% darkness Affinity: mindstar Components can be used to enhance items being crafted! |
2 impenetrable component (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted! |
2 insulating component (belt)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: belt Components can be used to enhance items being crafted! |
3 mighty component (ranged)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical power: +5 - +15 Changes stats: * +1 - +7 Str Affinity: ranged Components can be used to enhance items being crafted! |
mindwoven component (hat)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Psi each turn: +0.10 - +0.40 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: hat Components can be used to enhance items being crafted! |
mindwoven component (robes)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +15 - +30 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: robes Components can be used to enhance items being crafted! |
2 prismatic component (body)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted! |
prismatic component (head)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: head Components can be used to enhance items being crafted! |
scholar's component (feet)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spellpower: +3 - +13 Affinity: feet Components can be used to enhance items being crafted! |
self-loading component (ammo)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Turns elapse between self-loadings: 5 - 2 Affinity: ammo Components can be used to enhance items being crafted! |
shimmering component (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Mana each turn: +0.10 - +0.40 Maximum mana: +30.00 - +100.00 Affinity: staff Components can be used to enhance items being crafted! |
3 spellwoven component (robes)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spell save: +15 - +30 Spellpower: +2 - +6 Spell crit. chance: +2% - +6% Affinity: robes Components can be used to enhance items being crafted! |
2 spellwoven component (hat)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Mana each turn: +0.10 - +0.40 Spellpower: +2 - +6 Spell crit. chance: +2% - +6% Affinity: hat Components can be used to enhance items being crafted! |
stabilizing component (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical save: +10 - +25 Affinity: head Components can be used to enhance items being crafted! |
2 storming component (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 8 - 33 lightning Burst on crit (radius 2): 5 - 15 lightning Affinity: ammo Components can be used to enhance items being crafted! |
thick component (cloak)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +13 Changes resistances: * +10% - +30% cold Affinity: cloak Components can be used to enhance items being crafted! |
windwalling component (shield)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 10 - 30 physical While equipped: Changes stats: * +1 - +6 Wil Changes resistances: * +10% - +20% physical Slows Projectiles: +10% - +40% Bonus block near projectiles: +10 - +110 Affinity: shield Unique Ego Components can be used to enhance items being crafted! |
woodsman's component (digger)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +15% nature Changes damage: * +5% - +10% nature Affinity: digger Components can be used to enhance items being crafted! |
9 spinelRequires: - Gem related talents 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Neribressra the Bolt's kiss [power 25] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% lightning Changes damage: +3% lightning Light radius: +1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Rootrip [power 1] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% nature / +3% acid Spell save: +6 (+6 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of thorny skin [power 16] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of summon tentacle [power 105] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 254 Base Damage: 105 Armor: 1 All Resist: 1 Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 100] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 103 cold damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 100] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 103 cold damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of conjuration [power 105] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 105 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 ametrineRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Defense: +10 (+7 eff.) When used to imbue an object: Defense: +10 (+7 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrineRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zirconRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +10 When used to imbue an object: Armour: +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Artie the Dwarf Artificer level 8
30th Voratun 122nd year of Ascendancy at 02:52 see stats
Level 10
Got a character to level 10.By Artie the Dwarf Artificer level 10
4th Profit 122nd year of Ascendancy at 23:06 see stats
Rage Quit
Killed in an utterly ridiculous manner and quit in protest.By Artie the Dwarf Artificer level 16
33rd Profit 122nd year of Ascendancy at 03:57 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Artie the Dwarf Artificer level 5
19th Voratun 122nd year of Ascendancy at 07:09 see stats
The Arena
Unlocked Arena mode.By Artie the Dwarf Artificer level 9
2nd Profit 122nd year of Ascendancy at 13:53 see stats
The secret city
Discovered the truth about mages.By Artie the Dwarf Artificer level 14
22nd Profit 122nd year of Ascendancy at 00:07 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Artie the Dwarf Artificer level 16
33rd Profit 122nd year of Ascendancy at 03:57 see stats
Log
Betimira the white wolf is on fire!
Artie's Flame hits Betimira the white wolf for 0 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Artie for (21 armor), 11 fire (11 total damage).
Melee retaliation hits War hound for 7 light, 10 blight (17 total damage).
War hound hits Artie for 28 physical, 6 healing (28 total damage) [6 healing].
Artie feels pain again.
Thorn Grab from Betimira the white wolf hits Artie for 7 nature damage.
Bleeding from Betimira the white wolf hits Artie for 40 physical damage.
Deadly Poison from Islildatta the thief hits Artie for 10 nature damage.
Flame turret uses Flamethrower.
Flame turret hits Artie for (14 armor), 5 fire (5 total damage).
Islildatta the thief shoots!
Melee retaliation hits Betimira the white wolf for 7 light, 10 blight, 7 light, 0 blight (23 total damage).
Burning from Artie hits Betimira the white wolf for 15 fire damage.
Betimira the white wolf hits Artie for 21 mind, (4 armor), 1 mind, (4 armor), 1 darkness, 6 healing, 35 nature, (4 armor), 1 mind, (4 armor), 1 darkness (61 total damage) [6 healing].
Steamgun turret's Steamgun Turret hits Artie for 12 physical damage.
Islildatta the thief's Shoot hits Artie for 33 physical damage.
Melee retaliation hits War hound for 7 light, 10 blight (17 total damage).
War hound hits Artie for 35 physical damage.
Artie the level 16 dwarf artificer was struck to death by a war hound on level 1 of The Maze.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
War hound killed Artie!
Saving game...
Saving done.
Personal New Achievement: Rage Quit!
Personal New Achievement: Utterly Destroyed!




















































