Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Addons | Old RPG Tileset 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 32 / 24% |
| Size | huge |
| Lifes / Deaths | Killed by umbral horror at level 16 on the 22nd Loss 122nd year of Ascendancy at 04:07 0 / 7Killed by Urkis, the High Tempest at level 19 on the 20th Gold 123rd year of Ascendancy at 18:16 Killed by skeleton mage at level 20 on the 1st Stralite 123rd year of Ascendancy at 00:23 Killed by Poridheth the telugoroth at level 26 on the 6th Shortage 123rd year of Ascendancy at 04:34 Killed by forge-giant at level 31 on the 26th Shortage 123rd year of Ascendancy at 11:55 Killed by forge-giant at level 31 on the 27th Shortage 123rd year of Ascendancy at 09:50 Killed by Polevea the multi-hued drake at level 32 on the 7th Steel 124th year of Ascendancy at 14:01 |
Primary Stats
| Strength | 70.589559773321 (base 60) |
| Dexterity | 30 (base 22) |
| Constitution | 83 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -46/1291 |
| Positive | 17/143 |
| Stamina | 18/213 |
| Healing Factor | 1.0359831570078 |
| Regeneration | 20.00483476182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 21 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 50 |
| Crit Chance | 10% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.1 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +8% |
| Mind | +11% |
| Fire | +13% |
| Blight | +7% |
| Physical | -2% |
| Cold | +17% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +7% |
| Light | +15% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 87.9 (82.5%) |
| Defense | 0 |
| Ranged Defense | 10 |
| Fatigue | 76 |
| Physical Save | 67.439086480166 |
| Spell Save | 48.333333333333 |
| Mental Save | 51.6 |
Defense: Resistances
| Physical | + 19%( 70%) |
| Cold | + 59%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 4%( 70%) |
| Mind | + 12%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 91% |
| Bleed Resistance | 0% |
| Confusion Resistance | 0% |
Inscriptions (4/4)
| Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. Also while Heroism is active you will only die when reaching -487 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
| Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 407 life. Its effects scale with your Constitution stat. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 466 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 26% for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 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 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/10 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | 27% chance to score a secondary blow. Greater Weapon Focus |
| detrimental effect | The target's has a cursed wound, reducing healing by 36%. Cursed Wound |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 32.86 blight damage per turn. Weakness Disease |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target is recovering 17 life each turn and it's healing modifier has been increased by 40%. Recovery |
| beneficial effect | Absorbs 320 damage from the next blockable attack. Blocking |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)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 Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by storm wyrm. Escort: repented thief (level 4 of Dreadfell) | failed |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You 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: 312. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | quiver of ash arrows of torment (8/15, 19-26.6 power, 7 apr) quiver of ash arrows of torment (8/15, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 15 Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +5% mind / +7% darkness Arrows are used with bows to pierce your foes to death. |
| Light source | Flashseam FlashseamCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% fire Changes damage: +9% mind Hate when firing a critical mind attack: +4.00 Light radius: +4 See stealth: +11 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 6 turns. The radius will increase with the Cunning stat A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 3/6) : Effective talent level: 2.0 Power cost: 6 out of 3/6. Range: 10.00 Travel Speed: instantaneous Description: Throws a huge boulder at a target, damaging it for 82.59 and knocking it back. The damage will increase with the Strength stat Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 36 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | gladiator's stralite ring of perseverance gladiator's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 Changes stats: +7 Str / +6 Con Stun/Freeze immunity: +26% Life regen: +0.90 Rings can have magical properties. |
| On fingers | copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Corpathus (40-56 power, 12 apr) (Madness) Corpathus (40-56 power, 12 apr) (Madness)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: grows in power Special effect when this weapon kills: grows dramatically in power Damage when this weapon hits: +18 drain life When wielded/worn: Changes damage: +5% blight Critical mult.: +4.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Madness Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 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 off hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | regal cashmere cloak of the hunt (2 def, 0 armour) regal cashmere cloak of the hunt (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -5% Changes stats: +3 Wil Mental save: +8 Maximum life: +57.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 3.9 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Stormwire' (17 def, 19 armour) stralite plate armour 'Stormwire' (17 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 4) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +17 Fatigue: +36% Changes stats: +1 Cun / +9 Con Damage when the wearer hits(melee): 2 lightning Changes resistances: +9% fire / +22% cold / +9% darkness / -13% light Changes resistances penetration: +15% light Changes damage: +6% lightning Physical save: +7 Spell save: +6 Mental save: +23 A suit of armour made of metal plates. |
Inventory
titan's healing infusion (heal 426) titan's healing infusion (heal 426)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 426 life. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vial of tan fluid vial of tan fluidInfused by nature 0.00 Encumbrance. Type: potion / potion |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns) Rune of the Rift (270.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 275.40 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
cleansing copper amulet of the fish cleansing copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% cold Allows you to breathe in: water Poison immunity: +21% Amulets can have magical properties. |
inertial gold amulet of constitution (+5) inertial gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Pinning immunity: +22% Stamina each turn: +0.50 Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
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 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 17 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. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Rings can have magical properties. |
sneakthief's copper ring of perseverance sneakthief's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Dex Stun/Freeze immunity: +21% Life regen: +0.60 Rings can have magical properties. |
solipsist's gold ring of darkness (+22%) solipsist's gold ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mindpower: +8 Rings can have magical properties. |
steel ring of lightning (+24%) steel ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
icy stralite longsword of massacre (43.5-60.9 power, 5 apr) (Nightmares) icy stralite longsword of massacre (43.5-60.9 power, 5 apr) (Nightmares)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +11 ice Curse of Nightmares Sharp, long, and deadly. |
Crystalline Stralite mace (47.5-66.5 power, 5 apr) (Madness) Crystalline Stralite mace (47.5-66.5 power, 5 apr) (Madness)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 It is part of a set of items. Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Arcane Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 Curse of Madness Blunt and deadly. |
stralite mace of ruin (37-51.8 power, 5 apr) (Nightmares) stralite mace of ruin (37-51.8 power, 5 apr) (Nightmares)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Critical mult.: +11.00% Curse of Nightmares Blunt and deadly. |
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. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personnal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
dreamer's pair of hardened leather boots of speed (0 def, 3 armour) dreamer's pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 Spell save: +11 Mental save: +8 Movement speed: +20% A pair of boots made of leather. |
grounding pair of dwarven-steel boots of evasion (8 def, 4 armour) grounding pair of dwarven-steel boots of evasion (8 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Fatigue: +3% Changes resistances: +11% lightning / +7% temporal It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 27% chance to completely evade them for 8 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
alchemist's iron gauntlets of dexterity (+3) (0 def, 1 armour) alchemist's iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex / +2 Mag / +2 Wil Damage when the wearer hits(melee): 4 fire / 3 cold / 4 lightning / 3 acid Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's dwarven-steel gauntlets of the juggernaut (0 def, 9 armour) stone warden's dwarven-steel gauntlets of the juggernaut (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Armour Hardiness: +7% Changes stats: +5 Con Changes resistances: +4% physical Physical save: +3 Spell save: +3 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Hanygagen (2 def, 0 armour) Hanygagen (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 12 blight Spellpower: +4 Damage Shield penetration: +50% A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Invokes Sun flare with radius of 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will start dealing 9.54 light damage (radius 4). The damage will increase with the Magic stat. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
dwarven-steel plate armour of lightning resistance (5 def, 11 armour) dwarven-steel plate armour of lightning resistance (5 def, 11 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: +11 Defense: +5 Fatigue: +24% Changes resistances: +21% lightning A suit of armour made of metal plates. |
stralite plate armour (7 def, 13 armour) stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 4) 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% A suit of armour made of metal plates. |
Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
crackling stralite shield of the sun (10 def, 2 armour, 53.5 dam, 138 block) crackling stralite shield of the sun (10 def, 2 armour, 53.5 dam, 138 block)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +138 Damage when this weapon hits: +14 lightning / +13 light When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +2 Dex Damage when the wearer is hit: 13 lightning / 10 light Changes resistances: +8% darkness / +10% lightning / +7% light Talent granted: +4 Block It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Invokes Sun flare with radius of 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will start dealing 7.96 light damage (radius 3). The damage will increase with the Magic stat. Handheld deflection devices |
dwarven-steel shield of lightning resistance (+23%) (8 def, 2 armour, 26.5 dam, 71.5 block) dwarven-steel shield of lightning resistance (+23%) (8 def, 2 armour, 26.5 dam, 71.5 block)Requires: - Strength 24 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +72 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +23% lightning Talent granted: +3 Block Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
110 alchemist agate 110 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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. |
4 lapis lazuli 4 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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. |
dwarven dwarven-steel pickaxe (dig speed 14 turns) dwarven dwarven-steel pickaxe (dig speed 14 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical save: +3 Spell save: +3 Mental save: +5 Maximum life: +48.00 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. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
9 garnet 9 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 12/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Adadhewyn the voratun torque of mindblast [power 243] (38/6 cooldown) Adadhewyn the voratun torque of mindblast [power 243] (38/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +2 Changes resistances penetration: +20% temporal It can be used to fire a blast of psionic energies in a beam (dam 122-243), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered yew totem of thorny skin [power 35] (38/33 cooldown) overpowered yew totem of thorny skin [power 35] (38/33 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to hardens the skin for 6 turns increasing armour by 35 and armour hardiness by 50%, placing all other charms into a 33 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed yew totem of thorny skin [power 23] (38/20 cooldown) webbed yew totem of thorny skin [power 23] (38/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +2 Lay Web It can be used to hardens the skin for 6 turns increasing armour by 23 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +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. |
5 quartz 5 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Read the Dwarf Bulwark level 31
29th Shortage 123rd year of Ascendancy at 22:20 see stats
Against all odds
Killed Ukruk in the ambush.By Read the Dwarf Bulwark level 31
27th Shortage 123rd year of Ascendancy at 19:21 see stats
Bringer of Doom
Killed a Bringer of Doom.By Read the Dwarf Bulwark level 19
19th Gold 123rd year of Ascendancy at 22:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Read the Dwarf Bulwark level 8
26th Voratun 122nd year of Ascendancy at 10:29 see stats
Exterminator
Killed 1000 creaturesBy Read the Dwarf Bulwark level 19
20th Gold 123rd year of Ascendancy at 10:46 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Read the Dwarf Bulwark level 19
20th Gold 123rd year of Ascendancy at 20:55 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Read the Dwarf Bulwark level 16
24th Loss 122nd year of Ascendancy at 02:00 see stats
Level 10
Got a character to level 10.By Read the Dwarf Bulwark level 10
8th Profit 122nd year of Ascendancy at 05:57 see stats
Level 20
Got a character to level 20.By Read the Dwarf Bulwark level 20
20th Gold 123rd year of Ascendancy at 20:55 see stats
Level 30
Got a character to level 30.By Read the Dwarf Bulwark level 30
24th Shortage 123rd year of Ascendancy at 04:04 see stats
Size matters
Do over 600 damage in one attackBy Read the Dwarf Bulwark level 28
18th Shortage 123rd year of Ascendancy at 10:15 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Read the Dwarf Bulwark level 5
20th Voratun 122nd year of Ascendancy at 12:08 see stats
The Arena
Unlocked Arena mode.By Read the Dwarf Bulwark level 8
4th Profit 122nd year of Ascendancy at 23:23 see stats
The secret city
Discovered the truth about mages.By Read the Dwarf Bulwark level 16
27th Loss 122nd year of Ascendancy at 07:13 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Read the Dwarf Bulwark level 24
24th Profit 123rd year of Ascendancy at 19:46 see stats
Treasure Hunter
Amass 1000 gold pieces.By Read the Dwarf Bulwark level 19
32nd Steel 123rd year of Ascendancy at 20:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Read the Dwarf Bulwark level 30
25th Shortage 123rd year of Ascendancy at 20:00 see stats
Log
Read drains life from Polevea the multi-hued drake!
Polevea the multi-hued drake resists the mind attack!
Read focuses and gains an extra blow!
Read drains life from Polevea the multi-hued drake!
Polevea the multi-hued drake resists the mind attack!
Read hits Polevea the multi-hued drake for 96 physical, 19 blight, 2 lightning, 3 mind, 112 physical, 19 blight, 2 lightning, 3 mind damage (total 250.36).
Polevea the multi-hued drake hits Read for 5 fire, 3 cold, 11 lightning, 16 light, 5 fire, 3 cold, 11 lightning, 16 light damage (total 67.05).
Read drains life from Polevea the multi-hued drake!
Polevea the multi-hued drake resists the mind attack!
Read hits Polevea the multi-hued drake for 92 physical, 19 blight, 2 lightning, 3 mind damage (total 113.64).
Polevea the multi-hued drake hits Read for 5 fire, 3 cold, 11 lightning, 16 light damage (total 33.52).
Talent Block is ready to use.
Polevea the multi-hued drake hits Read for 47 light damage.
Polevea the multi-hued drake uses Slash.
Read has a cursed wound!
Polevea the multi-hued drake hits Read for 30 nature, 63 physical, 38 light damage (total 129.76).
Polevea the multi-hued drake resists the knockback!
Read resists the knockback!
Read hits Read for 90 physical damage.
Read hits Polevea the multi-hued drake for 71 physical damage.
Polevea the multi-hued drake hits Read for 47 light damage.
Polevea the multi-hued drake breathes sand!
Read loses sight!
Vilespawn drains life from Read!
Vilespawn hits Read for 5 blight, 30 blight damage (total 34.00).
Polevea the multi-hued drake hits Read for 167 physical damage.
Talent Overpower is ready to use.
Saving done.
Saving done.
Saving game...
