











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Bulwark | 
| Level / Exp | 43 / 43% | 
| Size | big | 
| Lifes / Deaths | Killed by worm that walks at level 15 on the 73rd Dusk 122nd year of Ascendancy at 01:16 0 / 7Killed by worm that walks at level 15 on the 73rd Dusk 122nd year of Ascendancy at 01:39 Killed by ghoul at level 31 on the 38th Pyre 123rd year of Ascendancy at 02:46 Killed by onilug at level 33 on the 51st Pyre 123rd year of Ascendancy at 19:37 Killed by Lisutta the Flamebringer at level 38 on the 48th Dusk 123rd year of Ascendancy at 05:20 Killed by Veladhenn the Invoker at level 38 on the 48th Dusk 123rd year of Ascendancy at 05:27 Killed by Grand Corruptor at level 43 on the 64th Haze 123rd year of Ascendancy at 21:49  | 
Primary Stats
| Strength | 140 (base 60) | 
| Dexterity | 74 (base 48) | 
| Constitution | 101 (base 60) | 
| Magic | 16 (base 10) | 
| Willpower | 32 (base 12) | 
| Cunning | 28 (base 11) | 
Resources
| Life | 1601/1601 | 
| Stamina | 256/256 | 
| Healing Factor | 1.6036838012659 | 
| Regeneration | 25.893323156053 | 
Speed
| Mental | +27.55259499665% | 
| Attack | +27.55259499665% | 
| Movement | +147.41244988244% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 8 | 
| Lite | 4 | 
| Infravision | 9 | 
| See Stealth | 51.099128950278 | 
| See Invisible | 51.099128950278 | 
Offense: Mainhand
| Damage | 200 | 
| Accuracy | 76 | 
| Crit Chance | 19% | 
| APR | 12 | 
| Speed | 0.78 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 16 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 10% | 
| Speed | 0.78399032181687 | 
Offense: Damage Bonus
| Darkness | +10% | 
| Light | +25% | 
| Temporal | +24% | 
| Nature | +6% | 
| Fire | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +10% | 
| Temporal | +20% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 158.44360188673 (100%) | 
| Defense | 62 | 
| Ranged Defense | 62 | 
| Fatigue | 0 | 
| Physical Save | 69 | 
| Spell Save | 48 | 
| Mental Save | 35 | 
Defense: Resistances
| Lightning | + 38%( 70%) | 
| Acid | + 20%( 70%) | 
| Light | + 70%( 70%) | 
| Darkness | + 36%( 80%) | 
| Cold | + 30%( 70%) | 
| Physical | + 21%( 70%) | 
| Fire | + 31%( 70%) | 
| All | + 15%( 70%) | 
Defense: Immunities
| Silence Resistance | 20% | 
| Confusion Resistance | 10% | 
| Stun Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 536 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 48% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Superiority | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Warcries | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 4/5 | 
  | 4/5 | 
| Technique / Shield defense | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Battle tactics | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat veteran | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Shield Wall | 
| talent | Daunting Presence | 
| beneficial effect | The target is rampaging! (+137% movement speed, +28% attack speed, +28% mind speed) Rampaging | 
| beneficial effect | The target is affected by a glimmerstone, its next attack will try to daze. Glimmerstone | 
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active | 
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders...  | active | 
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed | 
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5.  | done | 
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 3 of Dreadfell) | failed | 
You failed to protect the lost sun paladin from death by ghoul. Escort: lost sun paladin (level 7 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by Nerora the ghoulking. Escort: lost warrior (level 4 of Dreadfell) | failed | 
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)).  | 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 | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | 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 huge ice dragon that dwelled there.  | 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.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 413.  | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | 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 within1 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Filthcast (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +8 Fatigue: +3% Changes stats: +2 Str / +5 Dex / +2 Con Changes damage: +6% nature Stamina each turn: +1.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(86 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 28 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor.  | 
| On hands |  dwarven-steel gauntlets 'Airparry' (0 def, 10 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +10 Fatigue: +3% Damage (Melee): 9 fire Damage when hit (Melee): 6 lightning Changes resistances: +9% lightning / +7% fire Changes resistances penetration: +10% lightning Changes damage: +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  evasive dragonbone totem of healing [power 410]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 11 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Tempestrazor the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +6% acid / +6% physical / +6% light / +18% lightning Silence immunity: +20% Life regen: +4.00 Rings make your fingers look great!  | 
| On fingers |  NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
| Around neck |  BynariranInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+2 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes stats: +11 Dex / +4 Cun / +6 Con / +11 Lck Changes resistances penetration: +20% temporal Changes damage: +24% temporal Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Reduce all damage from unseen attackers: 13% Amulets make your neck look great!  | 
| In main hand |  Butcher (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% (cooling down: 13 turns) Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time."  | 
| Around waist |  Aruba the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +23 (+5 eff.) Changes resistances: +1% physical Stealth bonus: +5 Only die when reaching: -20.00 life A belt that goes around your waist.  | 
| In off hand |  flaming voratun shield of cold resistance (+18%) (0 def, 10 armour, 70-85 power, 214.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +214 Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 7 fire Changes resistances: +18% cold Talent granted: +1 Block Handheld deflection devices.  | 
| Cloak |  enveloping elven-silk cloak of fog (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Changes resistances: +15% light / +12% fire Stealth bonus: +6 Physical save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 18 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.  | 
Inventory
 Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 34.53 physical damage and 73.21 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +9 (+2 eff.) Blindness immunity: +11% Life regen: +3.00 Maximum life: +52.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great!  | 
 Brightblow the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+2 eff.) Armour: +8 Damage when hit (Melee): 4 light Changes stats: +9 Str Changes damage: +6% light / +3% physical Light radius: +1 Rings make your fingers look great!  | 
 voratun mace 'Duskwar' (46-64 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +11 light Damage against: +14% Undead When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +3 Mag / +13 Wil / +10 Con Critical mult.: +5.00% Spell save: +3 (+1 eff.) Maximum life: +58.00 Damage Shield penetration: +30% Blunt and deadly.  | 
 Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+12 eff.) It can be used to activate talent Arcane Supremacy (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete.  | 
 Chargeblur (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +18% lightning / +17% cold Changes damage: +6% lightning / +6% acid Spell save: +6 (+2 eff.) Maximum mana: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Deepssorrow (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 15% Changes resistances: +9% blight / +6% fire Changes resistances penetration: +15% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.scholar's pair of dwarven-steel boots of strife (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +5% physical Spellpower: +3 (+3 eff.) Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 12 power out of 24/24) : Effective talent level: 4.0 Power cost: 12 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.  | 
 Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+5 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 25 power out of 35/35) : Effective talent level: 2.0 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.  | 
 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 155 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.  | 
 11 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 12 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 7 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 ToraledorInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% darkness / +9% light / +3% all Changes damage: +3% physical Spell save: +7 (+3 eff.) Maximum stamina: +20.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 8 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 6 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 351.92 fire damage (based on Magic) Activation costs 35 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.  | 
 Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 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 140 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.  | 
 elm totem of stinging 'Zubygabeth' [power 116]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +3% light / +3% darkness Spell save: +9 (+3 eff.) Knockback immunity: +10% It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power.  | 
 evasive dragonbone totem of healing [power 374]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 11 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 97 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 25 power out of 35/35. This gold-tipped wand shines with an unnatural sheen.  | 
 This item will automatically be transmogrified when you leave the level.focusing elven-wood wand of clairvoyance [power 13] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 13, power 44 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals.  | 
 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light 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 Tacitus the Cornac Bulwark level 32
40th Pyre 123rd year of Ascendancy at 09:49 see stats
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Tacitus the Cornac Bulwark level 38
47th Dusk 123rd year of Ascendancy at 09:20 see stats
			Against all odds
			Killed Ukruk in the ambush.By Tacitus the Cornac Bulwark level 31
38th Pyre 123rd year of Ascendancy at 11:27 see stats
			Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Tacitus the Cornac Bulwark level 36
13rd Dusk 123rd year of Ascendancy at 22:41 see stats
			Brave new world
			Went to the Far East and took part in the war.By Tacitus the Cornac Bulwark level 35
75th Pyre 123rd year of Ascendancy at 16:30 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Tacitus the Cornac Bulwark level 14
42nd Dusk 122nd year of Ascendancy at 01:02 see stats
			Destroyer's bane
			Killed Golbug the Destroyer.By Tacitus the Cornac Bulwark level 34
69th Pyre 123rd year of Ascendancy at 13:43 see stats
			Dragon's Greed
			Amassed 8000 gold pieces.By Tacitus the Cornac Bulwark level 42
35th Haze 123rd year of Ascendancy at 09:15 see stats
			Exterminator
			Killed 1000 creatures.By Tacitus the Cornac Bulwark level 18
25th Haze 122nd year of Ascendancy at 10:25 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Tacitus the Cornac Bulwark level 27
10th Pyre 123rd year of Ascendancy at 19:29 see stats
			Fear me not!
			Survived the Fearscape!By Tacitus the Cornac Bulwark level 43
64th Haze 123rd year of Ascendancy at 23:26 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tacitus the Cornac Bulwark level 22
39th Haze 122nd year of Ascendancy at 13:31 see stats
			I cleared the room of death and all I got was this lousy achievement!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Tacitus the Cornac Bulwark level 41
2nd Haze 123rd year of Ascendancy at 22:08 see stats
			Level 10
			Got a character to level 10.By Tacitus the Cornac Bulwark level 10
4th Flare 122nd year of Ascendancy at 09:24 see stats
			Level 20
			Got a character to level 20.By Tacitus the Cornac Bulwark level 20
28th Haze 122nd year of Ascendancy at 01:28 see stats
			Level 30
			Got a character to level 30.By Tacitus the Cornac Bulwark level 30
36th Pyre 123rd year of Ascendancy at 02:03 see stats
			Level 40
			Got a character to level 40.By Tacitus the Cornac Bulwark level 40
75th Dusk 123rd year of Ascendancy at 23:04 see stats
			Size is everything
			Did over 1500 damage in one attack.By Tacitus the Cornac Bulwark level 41
2nd Haze 123rd year of Ascendancy at 22:08 see stats
			Size matters
			Did over 600 damage in one attack.By Tacitus the Cornac Bulwark level 27
31st Pyre 123rd year of Ascendancy at 03:17 see stats
			Sliders
			Activated a portal using the Orb of Many Ways.By Tacitus the Cornac Bulwark level 35
69th Pyre 123rd year of Ascendancy at 15:14 see stats
			Tales of the Spellblaze
			Learned the eight chapters of the Spellblaze Chronicles.By Tacitus the Cornac Bulwark level 22
50th Haze 122nd year of Ascendancy at 10:30 see stats
			That was close
			Killed your target while having only 1 life left.By Tacitus the Cornac Bulwark level 15
73rd Dusk 122nd year of Ascendancy at 01:16 see stats
			The Arena
			Unlocked Arena mode.By Tacitus the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 02:15 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tacitus the Cornac Bulwark level 23
77th Haze 122nd year of Ascendancy at 08:26 see stats
			The secret city
			Discovered the truth about mages.By Tacitus the Cornac Bulwark level 14
69th Dusk 122nd year of Ascendancy at 13:55 see stats
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Tacitus the Cornac Bulwark level 43
61st Haze 123rd year of Ascendancy at 18:26 see stats
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By Tacitus the Cornac Bulwark level 23
76th Haze 122nd year of Ascendancy at 15:29 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By Tacitus the Cornac Bulwark level 30
37th Pyre 123rd year of Ascendancy at 02:43 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Tacitus the Cornac Bulwark level 17
14th Haze 122nd year of Ascendancy at 02:22 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Tacitus the Cornac Bulwark level 31
38th Pyre 123rd year of Ascendancy at 03:33 see stats
Log
Chitinous spider uses Infusion: Movement.
Chitinous spider is moving at extreme speed!
Chitinous spider slows down.
Chitinous spider misses Tacitus.
Tacitus performs a melee critical strike against Chitinous spider!
Tacitus hits Chitinous spider for 567 physical damage.
Tacitus killed Chitinous spider!
Your movements fuel your rampage! (+1 duration)
Weaver patriarch spins fate.
Tacitus hits Weaver patriarch for 173 physical, 17 fire, 22 light (212 total damage).
Weaver patriarch misses Tacitus.
Weaver patriarch's is vulnerable to attacks and effects!
Tacitus hits Weaver patriarch for 181 physical, 17 fire, 22 light (220 total damage).
Weaver patriarch uses Infusion: Regeneration.
Weaver patriarch starts regenerating health quickly.
Tacitus performs a melee critical strike against Weaver patriarch!
Tacitus hits Weaver patriarch for 333 physical damage.
Tacitus killed Weaver patriarch!
Tacitus picks up (O.): focusing elven-wood wand of clairvoyance [power 13]  (11 cooldown).
Tacitus is affected by the glimmerstone!
Saving game...
Saving done.








































































































