










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 29 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted thief at level 20 on the 23rd Gold 123rd year of Ascendancy at 19:13 0 / 8Killed by runed bone giant at level 23 on the 34th Stralite 123rd year of Ascendancy at 05:54 Killed by Ivarigavena the elven cultist at level 24 on the 41st Stralite 123rd year of Ascendancy at 06:33 Killed by forest wight at level 27 on the 1st Acquisition 123rd year of Ascendancy at 02:11 Killed by Silutha the ghoul at level 28 on the 3rd Acquisition 123rd year of Ascendancy at 08:32 Killed by skeleton magus at level 28 on the 2nd Profit 123rd year of Ascendancy at 10:54 Killed by luminous horror at level 28 on the 3rd Profit 123rd year of Ascendancy at 00:38 Killed by venom drake at level 29 on the 9th Profit 123rd year of Ascendancy at 22:35 |
Primary Stats
| Strength | 79.54 (base 60) |
| Dexterity | 20 (base 14) |
| Constitution | 71.54 (base 52) |
| Magic | 11 (base 10) |
| Willpower | 31.54 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -590/1091 |
| Stamina | 161/238 |
| Healing Factor | 1.3821727250144 |
| Regeneration | 12.641562471778 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 28.074207531484 |
| See Invisible | 56.074207531484 |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 23 |
| Crit Chance | 7% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Physical | +9% |
| Arcane | +19% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Physical | +16% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 71.723073231957 (100%) |
| Defense | 42 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 74 |
| Spell Save | 44 |
| Mental Save | 52 |
Defense: Resistances
| Blight | + 32%( 74%) |
| Arcane | + 24%( 74%) |
| Cold | + 40%( 74%) |
| All | + 15%( 74%) |
| Darkness | + 36%( 74%) |
| Light | + 23%( 74%) |
| Lightning | + 20%( 74%) |
| Physical | + 17%( 74%) |
| Mind | + 23%( 74%) |
| Fire | + 44%( 74%) |
| Nature | + 42%( 74%) |
Defense: Immunities
| Stun Resistance | 40% |
| Silence Resistance | 10% |
| Confusion Resistance | 0% |
| Fear Resistance | 0% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 11 turns. While Heroism is active, you will only die when reaching -545 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 211 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 8 and keeps you from dying even if your life drops to -545. Heroism |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 37.45 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 106.31 blight damage and spawn a carrion worm mass. |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 failed to protect the injured seer from death by Voresekira the orc grand master assassin. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 1 of Daikara) | failed |
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 spell save by +4. | done |
You failed to protect the lost warrior from death by wretchling. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 247. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of greater demon bile. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Radhaldir (16 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Defense +16 (+5 eff.) Fatigue +3% Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +30.00 Light +3 See.Invis +6 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Kindleresolve'1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +7% mind +9% arcane +6% light Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Resists +5% arcane Mind.save +9 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Loamripper (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +1 Wil dps ---------- Mind.crit +9% Mind.pwr +4 (+2 eff.) Dmg.mod +10% arcane +6% light ----- def ----- Defense +3 (+1 eff.) Resists +12% nature Mind.save +19 (+6 eff.) Confus- -20% Fear- -20% ---------- misc Psi/turn +0.32 Max.mana +53.00 Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 93 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 12 bleed Ranged+ 13 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Dawnhack the voratun greatmaul (71.5-107.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 71.5 - 107.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +23 temporal +7 nature On Hit: * 26 arcane resource burn On Crit: * burns latent spell energy While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% physical Res.pen +16% physical Apr +14 ----- def ----- Resists +6% light ---------- misc Light +2 See.Invis +9 Massive two-handed mauls. |
| On hands | iron gauntlets 'Betegata' (9 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +1 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +5% arcane +6% lightning Phys.save +6 (+1 eff.) Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+6 eff.) Fatigue +0% Resists +25% darkness +25% fire Phys.save +40 (+9 eff.) Max.HP +100.00 Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| Cloak | Islyba the linen cloak (1 def, 7 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +2% physical +3% light +10% cold +9% mind +9% fire Phys.save +15 (+4 eff.) Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +8 (+2 eff.) Res.Cap +4% all Phys.save +14 (+3 eff.) Blind- +10% ---------- misc Infravis +6 Sight +2 See.Invis +8 Amulets can have magical properties. |
Inventory
insidious poison infusion (20 nature damage, 37% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 19.86 nature damage per turn for 7 turns, and reducing the target's healing received by 37%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (129 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 129.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (255 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 85.00 to 255.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 224 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
clarifying steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +14% mind Confus- +20% Amulets can have magical properties. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
Gloomraptor0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +22% darkness +15% blight Melee Ret 16 blight ----- def ----- Resists +26% darkness Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +22% Rings can have magical properties. |
Bleakoozer the dwarven-steel greatmaul (48-72 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 mind On Crit.r2 +12 darkness While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
dwarven-steel greatmaul (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Curestoker (32.5-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 32.5 - 52.0 Nature Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 nature On Hit: * Slows global speed by 40% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +3% lightning Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% Massive two-handed swords. |
dwarven-steel greatsword 'Emelabremira' (49.5-79.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +5.5% Atk.spd 100% Phasing +40% On Hit.r1 +8 physical While equipped: ----- def ----- Armour +4 ---------- misc Stam/turn +1.00 Massive two-handed swords. |
thunderous dwarven-steel greatsword of crippling (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 7% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +3 Cun +5 Con dps ---------- Phys.crit +9.0% Res.pen +10% lightning Massive two-handed swords. |
Wintertide (39-54.6 power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 68.49 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
resonating thorny mindstar (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +4% mind Dmg.Resnn +14% ---------- misc Psi/ret +1.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Porutira the Duathelhash (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 darkness While equipped: dps ---------- Phys.crit +16.0% Spell.crit +4% Crit.mult +25.00% Spell.pwr +22 (+8 eff.) Dmg.mod +25% blight Res.pen +10% darkness ----- def ----- Mind.save +30 (+9 eff.) Disarm- +15% Stun/Frz- +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's ash vilestaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Resists +6% darkness +7% temporal Anom.red +10 Def/telep +7 Res/telep +8% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +3 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitta (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +8% physical +9% cold Melee Ret 16 mind ----- def ----- Resists +8% lightning +6% acid +18% blight +9% cold +5% arcane +9% nature Spell.save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of life (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Wil +5 Mag ----- def ----- Defense +2 (+0 eff.) Resists +11% blight Max.HP +56.00 HP.reg +1.60 Heal.mod +18% ---------- misc Mana/turn +0.16 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% cold +7% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Poliwen' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +4% Res.pen +10% mind ----- def ----- Armour +3 Fatigue -3% Phys.save +10 (+2 eff.) Mind.save +26 (+8 eff.) Heal/summ +40 ---------- misc Max.enc +30 Equi/ret +0.16 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 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. |
Beruirim (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +21% arcane Res.pen +20% arcane +10% temporal Melee Ret 8 arcane On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Resists +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Charblood the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +10% physical Acc +12 (+6 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +4% Resists +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Bokestir (10 def, 26 armour)17.0 T2 massive armor [Random Unique] Disrupt/Master While equipped: ----- def ----- Armour +26 Defense +10 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +13% Resists +12% blight +10% nature +9% mind +3% acid Phys.save +15 (+4 eff.) Knockbk- +10% A suit of armour made of metal plates. |
insidious quiver of ash arrows of erosion (13/13, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 13 Ranged+ +29 insidious poison +11 temporal +14 nature Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
114 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
flaming pouch of dwarven-steel shots (19/19, 30.5-36.6 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 30.5 - 36.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 On Hit.r1 +14 fire Shots are used with slings to pummel your foes to death. |
overpowered yew totem of thorny skin [power 56] (19/25 cooldown)2.0 T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 56 and armour hardiness by 50% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
shadowy yew wand of clairvoyance [power 11] (19/6 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By fara the Dwarf Berserker level 17
13rd Iron 123rd year of Ascendancy at 17:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By fara the Dwarf Berserker level 7
28th Voratun 122nd year of Ascendancy at 17:47 see stats
Exterminator
Killed 1000 creatures.By fara the Dwarf Berserker level 16
12nd Iron 123rd year of Ascendancy at 08:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By fara the Dwarf Berserker level 21
25th Gold 123rd year of Ascendancy at 17:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By fara the Dwarf Berserker level 13
12nd Dearth 122nd year of Ascendancy at 00:32 see stats
Level 10
Got a character to level 10.By fara the Dwarf Berserker level 10
4th Wealth 122nd year of Ascendancy at 11:38 see stats
Level 20
Got a character to level 20.By fara the Dwarf Berserker level 20
4th Gold 123rd year of Ascendancy at 00:10 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By fara the Dwarf Berserker level 8
12nd Profit 122nd year of Ascendancy at 08:21 see stats
Size is everything
Did over 1500 damage in one attack.By fara the Dwarf Berserker level 28
2nd Acquisition 123rd year of Ascendancy at 17:56 see stats
Size matters
Did over 600 damage in one attack.By fara the Dwarf Berserker level 17
13rd Iron 123rd year of Ascendancy at 12:44 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By fara the Dwarf Berserker level 4
19th Voratun 122nd year of Ascendancy at 18:33 see stats
The Arena
Unlocked Arena mode.By fara the Dwarf Berserker level 10
17th Wealth 122nd year of Ascendancy at 07:53 see stats
The secret city
Discovered the truth about mages.By fara the Dwarf Berserker level 15
23rd Shortage 122nd year of Ascendancy at 20:31 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By fara the Dwarf Berserker level 26
31st Voratun 123rd year of Ascendancy at 06:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By fara the Dwarf Berserker level 17
13rd Iron 123rd year of Ascendancy at 22:45 see stats
Unstoppable
Returned from the dead.By fara the Dwarf Berserker level 28
3rd Profit 123rd year of Ascendancy at 00:38 see stats
Log
Fara instinctively hardens his skin and ignores the attack!
fara repels an attack from Worm that walks.
Venom wyrm breathes acid!
Wretchling is disarmed!
Venom drake is disarmed!
Wretchling rushes out!
Fara instinctively hardens his skin and ignores the attack!
fara repels an attack from Wretchling.
fara leeches life from Worm that walks!
Venom wyrm hits fara for 315 acid damage.
Venom wyrm hits Wretchling for 0 acid damage.
Venom wyrm hits Venom drake hatchling for 0 acid damage.
Venom wyrm hits Venom drake for 0 acid damage.
Venom wyrm hits Worm that walks for 0 acid damage.
Bleeding from Fara hits Worm that walks for 1 physical damage.
Bleeding from Fara hits Venom wyrm for 147 physical damage.
Venom wyrm hits Wretchling for 0 acid damage.
Venom wyrm hits Venom drake for 0 acid damage.
Venom wyrm hits Something for 0 acid damage.
Venom wyrm hits fara for 301 acid damage.
Venom wyrm hits Venom drake hatchling for 0 acid damage.
Venom wyrm hits Venom drake hatchling for 0 acid damage.
Venom wyrm hits Worm that walks for 0 acid damage.
Venom wyrm hits Wretchling for 0 acid damage.
fara performs a melee critical strike against Worm that walks!
A carrion worm mass has spawned from worm that walks' wounds!
Worm that walks's Rend has been burned!
Venom drake spits acid!
Saving game...







































































































