











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 21 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Aerymiwyn the bee swarm at level 8 on the 10th Profit 122nd year of Ascendancy at 09:42 0 / 7Killed by Urkis, the High Tempest at level 18 on the 13rd Wealth 122nd year of Ascendancy at 12:53 Killed by Gloruvena the telugoroth at level 21 on the 5th Dearth 122nd year of Ascendancy at 08:24 Killed by ultimate teluvorta at level 21 on the 5th Dearth 122nd year of Ascendancy at 19:11 Killed by skeleton mage at level 21 on the 6th Dearth 122nd year of Ascendancy at 15:01 Killed by Aremina the ultimate telugoroth at level 21 on the 6th Dearth 122nd year of Ascendancy at 15:46 Killed by skeleton mage at level 21 on the 6th Dearth 122nd year of Ascendancy at 21:25 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 12 (base 10) |
| Constitution | 31 (base 18) |
| Magic | 54 (base 35) |
| Willpower | 85 (base 50) |
| Cunning | 31 (base 10) |
Resources
| Life | -19/624 |
| Mana | 592/592 |
| Equilibrium | 45 |
| Healing Factor | 1.4567164179104 |
| Regeneration | 1.0925373134328 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -80% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 48.794161187114 |
| See Invisible | 48.794161187114 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 16 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 16 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +8% |
| Nature | +5% |
| Fire | +3% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 99.413408721348 (72.666666666667%) |
| Defense | 15 |
| Ranged Defense | 23 |
| Fatigue | 32 |
| Physical Save | 29 |
| Spell Save | 44 |
| Mental Save | 41 |
Defense: Resistances
| Nature | + 42%( 70%) |
| Physical | + 15%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 57%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
| Poison Resistance | 20% |
| Confusion Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
| detrimental effect | The target is on fire, taking 23.87 fire damage per turn. Burning |
| beneficial effect | The target's skin reacts to damage, granting 40 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Delidelar (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +7 Cun Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +9 Mag / +8 Wil / +5 Cun Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 33.25 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.36 cold and 18.57 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | conjurer's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Mental save: +7 (+3 eff.) Confusion immunity: +23% Spellpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +5 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | steel shield 'Aniyon' (6 def, 7 armour, 16.5-19.8 power, 79 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +79 When wielded/worn: Armour: +7 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +6% temporal Talent granted: +2 Block Physical save: +15 (+7 eff.) Spell save: +6 (+2 eff.) Blindness immunity: +20% Disease immunity: +20% Handheld deflection devices. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel shield 'Shinebliss' (6 def, 9 armour, 15.5-18.6 power, 42.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +8 light / +4 fire When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes resistances: +12% physical Changes damage: +3% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | thick linen cloak of sorcery (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +11% cold Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of spell shielding (2 def, 11 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +6% arcane Spell save: +10 (+3 eff.) A suit of armour made of mail. |
Inventory
movement infusion of the psychic (555% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.steel greatsword 'Ce'Nemira' (24-38.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +12 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +15% blight / +25% temporal Spellpower: +12 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Torchidol Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +12 (+7 eff.) Physical crit. chance: +5.0% Changes resistances: +12% temporal Changes resistances penetration: +20% temporal Changes damage: +6% fire Longbows are used to shoot arrows at your foes. |
149 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. |
2 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. |
2 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
This item will automatically be transmogrified when you leave the level.Eilinewyn the Blindshine (24/24, 31-37.2 power, 5 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +7.0% Capacity: 24 Turns elapse between self-loadings: 3 Damage (Ranged): +8 darkness / +16 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
8 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Rodion the Dwarf Stone Warden level 19
15th Wealth 122nd year of Ascendancy at 07:19 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rodion the Dwarf Stone Warden level 7
29th Voratun 122nd year of Ascendancy at 03:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rodion the Dwarf Stone Warden level 20
3rd Dearth 122nd year of Ascendancy at 01:21 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rodion the Dwarf Stone Warden level 18
13rd Wealth 122nd year of Ascendancy at 14:09 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rodion the Dwarf Stone Warden level 10
12nd Profit 122nd year of Ascendancy at 01:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rodion the Dwarf Stone Warden level 20
2nd Dearth 122nd year of Ascendancy at 08:04 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Rodion the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 15:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Rodion the Dwarf Stone Warden level 10
12nd Profit 122nd year of Ascendancy at 22:55 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Rodion the Dwarf Stone Warden level 10
14th Profit 122nd year of Ascendancy at 14:08 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Rodion the Dwarf Stone Warden level 21
6th Dearth 122nd year of Ascendancy at 15:46 see stats
Log
Rodion is on fire!
Skeleton warrior hits Rodion for 20 physical, 7 lightning (28 total damage).
Stone Vine from Rodion hits Skeleton warrior for 31 physical, 18 arcane (49 total damage).
Rodion hits Skeleton warrior for 8 arcane, 21 light, 16 nature, 14 arcane, 7 nature, 14 arcane, 10 light, 5 fire, 66 physical (167 total damage).
Rodion hits Skeleton warrior for 10 light, 5 fire (16 total damage).
Skeleton mage hits Rodion for 74 fire damage.
Aremina the ultimate telugoroth casts Consume Soul.
Aremina the ultimate telugoroth receives 329 healing.
Skeleton mage is seized by a stone vine.
Burning from Skeleton mage hits Rodion for 24 fire damage.
Skeleton mage casts Manathrust.
Skeleton warrior hits Rodion for 22 physical, 7 lightning (29 total damage).
Stone Vine from Rodion hits Skeleton warrior for 31 physical, 18 arcane (49 total damage).
Stone Vine from Rodion hits Skeleton mage for 31 physical, 18 arcane (49 total damage).
Rodion hits Skeleton warrior for 8 arcane, 21 light (30 total damage).
Skeleton mage hits Rodion for 133 arcane damage.
Aremina the ultimate telugoroth casts Rethread.
Aremina the ultimate telugoroth hits Skeleton warrior for 132 temporal damage.
Aremina the ultimate telugoroth hits Armoured skeleton warrior for (132 absorbed), 0 temporal (0 total damage).
Aremina the ultimate telugoroth hits Skeleton warrior for 132 temporal damage.
Aremina the ultimate telugoroth hits Rodion for 109 temporal damage.
Armoured skeleton warrior is seized by a stone vine.
Burning from Skeleton mage hits Rodion for 24 fire damage.
Skeleton warrior uses Stunning Blow.
Rodion instinctively hardens his skin and ignores the attack!
Rodion repels an attack from Skeleton warrior.
Stone Vine from Rodion hits Skeleton warrior for 31 physical, 18 arcane (49 total damage).
Stone Vine from Rodion hits Armoured skeleton warrior for (31 absorbed), 0 physical, (18 absorbed), 0 arcane (0 total damage).
Stone Vine from Rodion hits Skeleton mage for 31 physical, 18 arcane (49 total damage).
Saving game...








































































