Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 23 / 24% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 22 on the 29th Loss 122nd year of Ascendancy at 03:33 4 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 67 (base 53) |
Dexterity | 39 (base 25) |
Constitution | 38 (base 18) |
Magic | 18 (base 10) |
Willpower | 39 (base 10) |
Cunning | 28 (base 10) |
Resources
Life | 975/980 |
Stamina | 242/254 |
Healing Factor | 1.2102122670885 |
Regeneration | 15.330420744862 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 68 |
Accuracy | 50 |
Crit Chance | 9% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Acid | +9% |
Nature | +30% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Acid | +15% |
Cold | +5% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 59.292304923968 (87.807182003187%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 18 |
Physical Save | 53 |
Spell Save | 66 |
Mental Save | 45 |
Defense: Resistances
Nature | + 40%( 70%) |
Lightning | + 34%( 70%) |
Acid | + 17%( 70%) |
Darkness | + 20%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 16%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 50% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. 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 warg claw. * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 |
Equipment
On feet | Cyrarin (0 def, 5 armour) Cyrarin (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +5 Changes stats: +4 Dex / +3 Wil / +1 Cun Stamina each turn: +0.60 Maximum stamina: +16.00 A pair of boots made of leather. |
Light source | preserving alchemist's lamp of the zealot preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight / +3% all Spell save: +8 (+2 eff.) Life regen: +5.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | heroic hardened leather gloves of butchering (0 def, 5 armour) heroic hardened leather gloves of butchering (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +5 Physical power: +8 (+2 eff.) Armour: +5 Changes resistances: +5% blight Spell save: +9 (+2 eff.) Mental save: +5 (+2 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dragonbone totem of stinging 'Umbraonslaught' [power 464] (15 cooldown) dragonbone totem of stinging 'Umbraonslaught' [power 464] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 8 nature Changes resistances penetration: +15% darkness / +5% nature It can be used to sting an enemy dealing 603 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 26% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Hanirerab HanirerabInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes resistances: +20% nature Changes resistances penetration: +15% acid Changes damage: +10% nature / +9% acid Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +10 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | gold amulet of mastery (0.10 Technique / Shield defense) gold amulet of mastery (0.10 Technique / Shield defense)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.10 Technique / Shield defense Amulets make your neck look great! |
In main hand | enhanced dwarven-steel waraxe of projection (19-26 power, 4 apr) enhanced dwarven-steel waraxe of projection (19-26 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +5 Str / +3 Dex / +5 Mag / +5 Wil / +3 Cun / +4 Con One-handed war axes. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Harorand the Snowmaim (0 def, 16 armour, 48-58 power, 168 block) Harorand the Snowmaim (0 def, 16 armour, 48-58 power, 168 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +168 Damage (Melee): +14 nature When wielded/worn: Armour: +16 Fatigue: +8% Changes resistances: +10% blight / +12% darkness / +14% nature / +27% lightning Changes resistances penetration: +5% cold Talent granted: +1 Block Maximum life: +47.00 Handheld deflection devices. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Main armor | enlightening dwarven-steel mail armour of the deep (3 def, 10 armour) enlightening dwarven-steel mail armour of the deep (3 def, 10 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+3 eff.) A suit of armour made of mail. |
Inventory
Earthen Beads Earthen BeadsRequires: - Level 15 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. This item has been sent to the Item's Vault. |
steel battleaxe 'Raingrind' (21-31 power, 2 apr) steel battleaxe 'Raingrind' (21-31 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +20 cold When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Mag / +7 Wil / +9 Cun / +7 Con Changes resistances: +3% darkness / +9% cold Changes resistances penetration: +10% darkness Light radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatsword of massacre (41-66 power, 2 apr)truestriking dwarven-steel greatsword of massacre (41-66 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +9% physical Massive two-handed swords. |
balanced dwarven-steel longsword of phasing (22-31 power, 9 apr) balanced dwarven-steel longsword of phasing (22-31 power, 9 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+4 eff.) Disarm immunity: +28% Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of shearing (24-33 power, 4 apr) warbringer's dwarven-steel longsword of shearing (24-33 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Changes stats: +1 Con Changes resistances penetration: +8% all / +5% physical Disarm immunity: +22% Sharp, long, and deadly. |
Glintwar the cured leather sling Glintwar the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 1) on hit: +8 light When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Str Changes resistances penetration: +5% mind Changes damage: +10% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Maximum hate: +2.00 Slings are used to hurl stones or metal shots at your foes. |
caustic hardened leather sling of cunning (+2) caustic hardened leather sling of cunning (+2)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +18 acid / +11 nature When wielded/worn: Armour penetration: +7 Changes stats: +2 Cun Changes resistances penetration: +7% acid / +6% physical / +12% nature Slings are used to hurl stones or metal shots at your foes. |
Balorach the Freezesquall (15-18 power, 3 apr, arcane element) Balorach the Freezesquall (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes damage: +6% blight / +9% cold / +15% arcane Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +18 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-21 power, 4 apr, darkness element) Eclipse (18-21 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of greater warding (15-18 power, 3 apr, blight element)ash vilestaff of greater warding (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+4 eff.) Maximum wards: +3 blight Changes damage: +15% blight Talents granted: +2 Ward +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
undeterred pair of hardened leather boots of evasion (5 def, 3 armour) undeterred pair of hardened leather boots of evasion (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +26% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.42 to 85.26 lightning damage (56.84 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
linen wizard hat 'Hodezor' (1 def, 0 armour) linen wizard hat 'Hodezor' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +9% acid / +16% fire Changes damage: +11% fire Critical mult.: +5.00% Life regen: +4.00 Maximum psi: +20.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Beahell' (0 def, 1 armour) rough leather cap 'Beahell' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Dex / +1 Wil / +2 Cun / +3 Con Changes resistances: +11% light / +11% darkness A cap made of leather. |
enlightening steel mail armour of command (7 def, 10 armour) enlightening steel mail armour of command (7 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +7 (+4 eff.) Fatigue: +12% Changes stats: +6 Cun / +3 Wil Mental save: +22 (+7 eff.) A suit of armour made of mail. This item has been sent to the Item's Vault. |
radiant stralite mail armour of Eyal (4 def, 8 armour) radiant stralite mail armour of Eyal (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +15% blight / +18% darkness Life regen: +4.00 Maximum life: +32.00 Light radius: +2 Healing mod.: +12% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of the hero (6 def, 4 armour) cured leather armour of the hero (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex / +4 Mag / +5 Wil / +5 Cun Maximum life: +30.00 A suit of armour made of leather. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of the deep (9 def, 7 armour)rejuvenating hardened leather armour of the deep (9 def, 7 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +2.60 Stamina each turn: +0.80 A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Life regen: +6.40 Maximum life: +41.00 Healing mod.: +11% A suit of armour made of leather. |
Beruibar the Woequeen (0 def, 12 armour, 17-21 power, 81 block) Beruibar the Woequeen (0 def, 12 armour, 17-21 power, 81 block)Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +81 Damage (Melee): +8 physical When wielded/worn: Armour: +12 Fatigue: +8% Effects on melee hit: * 13 arcane resource burn Damage (Melee): 8 acid / 8 nature Effects when hit in melee: * 8 arcane resource burn Changes stats: +4 Con Changes resistances: +10% acid / +7% nature Changes resistances penetration: +20% darkness Changes damage: +9% physical Talent granted: +1 Block Handheld deflection devices. |
steel shield of winter (0 def, 4 armour, 16-19 power, 38.5 block) steel shield of winter (0 def, 4 armour, 16-19 power, 38.5 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +13 cold When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 98 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of resistance (0 def, 6 armour, 27-32 power, 73.5 block) windwalling dwarven-steel shield of resistance (0 def, 6 armour, 27-32 power, 73.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +73 Damage (Melee): +13 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +8% acid / +10% physical / +5% fire / +7% cold / +5% lightning Talent granted: +1 Block Slows Projectiles: +16% Bonus block near projectiles: +27 Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. This item has been sent to the Item's Vault. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
7 agate 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. |
256 alchemist agate 256 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 onyx 2 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 aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aruredan the iron pickaxe (dig speed 39 turns) Aruredan the iron pickaxe (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Fatigue: -5% Changes stats: +3 Str Changes resistances: +5% arcane / +3% temporal Changes damage: +3% mind Reduces incoming crit damage: 15.00% Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2025 Little Gems 2025 Little GemsRequires: - Level 15 Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2025/2025. A set of 2025 tiny explosive spheres. This item has been sent to the Item's Vault. |
2 emerald 2 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 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +3 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Gorirek the pouch of stralite shots (22/22, 47-56 power, 5 apr) Gorirek the pouch of stralite shots (22/22, 47-56 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.0 - 56.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 10% chance to reduce armor by 11% * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Travel speed: +200% Damage (Ranged): +16 acid Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +16 acid Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (22/22, 33-39 power, 3 apr) psychokinetic pouch of dwarven-steel shots (22/22, 33-39 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Damage (Ranged): +8 physical Shots are used with slings to pummel your foes to death. |
6 amethyst 6 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. |
Infernohue the ash wand of lightning storm [power 182] (15 cooldown) Infernohue the ash wand of lightning storm [power 182] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Physical power: +15 (+3 eff.) Changes resistances: +12% fire Physical save: +3 (+1 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. * Increase the duration of 2 beneficial effects by 1. * Reduce 1 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 Star 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 30 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. |
quartz 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. |
4 ametrine 4 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. |
citrine 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 zircon 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
Antimagic!
Completed antimagic training in the Ziguranth camp.
By Kaziem the Dwarf Bulwark level 19
22nd Dearth 122nd year of Ascendancy at 09:53 see stats
By Kaziem the Dwarf Bulwark level 19
22nd Dearth 122nd year of Ascendancy at 09:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Kaziem the Dwarf Bulwark level 19
15th Dearth 122nd year of Ascendancy at 07:12 see stats
By Kaziem the Dwarf Bulwark level 19
15th Dearth 122nd year of Ascendancy at 07:12 see stats
Earth Master
Killed Harkor'Zun.
By Kaziem the Dwarf Bulwark level 19
32nd Dearth 122nd year of Ascendancy at 03:20 see stats
By Kaziem the Dwarf Bulwark level 19
32nd Dearth 122nd year of Ascendancy at 03:20 see stats
Exterminator
Killed 1000 creatures.
By Kaziem the Dwarf Bulwark level 19
22nd Dearth 122nd year of Ascendancy at 09:10 see stats
By Kaziem the Dwarf Bulwark level 19
22nd Dearth 122nd year of Ascendancy at 09:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Kaziem the Dwarf Bulwark level 23
30th Loss 122nd year of Ascendancy at 01:25 see stats
By Kaziem the Dwarf Bulwark level 23
30th Loss 122nd year of Ascendancy at 01:25 see stats
Level 10
Got a character to level 10.
By Kaziem the Dwarf Bulwark level 10
2nd Acquisition 122nd year of Ascendancy at 14:32 see stats
By Kaziem the Dwarf Bulwark level 10
2nd Acquisition 122nd year of Ascendancy at 14:32 see stats
Level 20
Got a character to level 20.
By Kaziem the Dwarf Bulwark level 20
32nd Dearth 122nd year of Ascendancy at 07:52 see stats
By Kaziem the Dwarf Bulwark level 20
32nd Dearth 122nd year of Ascendancy at 07:52 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.
By Kaziem the Dwarf Bulwark level 17
29th Wealth 122nd year of Ascendancy at 12:48 see stats
By Kaziem the Dwarf Bulwark level 17
29th Wealth 122nd year of Ascendancy at 12:48 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.
By Kaziem the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 04:23 see stats
By Kaziem the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 04:23 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.
By Kaziem the Dwarf Bulwark level 16
28th Profit 122nd year of Ascendancy at 09:49 see stats
By Kaziem the Dwarf Bulwark level 16
28th Profit 122nd year of Ascendancy at 09:49 see stats
The secret city
Discovered the truth about mages.
By Kaziem the Dwarf Bulwark level 12
17th Profit 122nd year of Ascendancy at 02:18 see stats
By Kaziem the Dwarf Bulwark level 12
17th Profit 122nd year of Ascendancy at 02:18 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.
By Kaziem the Dwarf Bulwark level 22
3rd Loss 122nd year of Ascendancy at 14:09 see stats
By Kaziem the Dwarf Bulwark level 22
3rd Loss 122nd year of Ascendancy at 14:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.
By Kaziem the Dwarf Bulwark level 19
2nd Dearth 122nd year of Ascendancy at 15:42 see stats
By Kaziem the Dwarf Bulwark level 19
2nd Dearth 122nd year of Ascendancy at 15:42 see stats
Log
You transfer cashmere cloak of backstabbing (2 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer stealthy pair of rough leather boots of speed (0 def, 1 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer psychokinetic quiver of ash arrows of amnesia (24/24, 22-30 power, 7 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Hornet Stingers (20/20, 18-25 power, 10 apr) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.