











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 | Halfling |
| Class | Archer |
| Level / Exp | 20 / 26% |
| Size | small |
| Lifes / Deaths | Killed by bandit at level 5 on the 77th Pyre 122nd year of Ascendancy at 07:54 0 / 6Killed by Forest Troll Hedge-Wizard at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:44 Killed by Bethiseba the vampire at level 17 on the 57th Haze 122nd year of Ascendancy at 09:58 Killed by Rantha the Worm at level 18 on the 44th Pyre 123rd year of Ascendancy at 19:22 Killed by Poltergeist Stormfront at level 20 on the 64th Pyre 123rd year of Ascendancy at 10:03 Killed by worm that walks at level 20 on the 4th Flare 123rd year of Ascendancy at 17:03 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 57 (base 36) |
| Constitution | 35 (base 27) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 11) |
| Cunning | 60 (base 35) |
Resources
| Life | -35/524 |
| Stamina | 156/174 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 5.4328878958896 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 59.183301449766 |
| See Invisible | 60.183301449766 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 65 |
| Crit Chance | 24% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (38.594633868923%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 35 |
Defense: Resistances
| Mind | + 6%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 18%( 70%) |
| Cold | + 16%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 264 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Archery prowess | 1.50 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 bloated horror heart. * '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.' * You've found the needed skeleton mage skull. 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 vial of wight ectoplasm. * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | Polydhera the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Wil / +5 Cun / +4 Con Physical save: +11 (+6 eff.) Mental save: +11 (+5 eff.) Infravision radius: +1 A pair of boots made of leather. |
| Quiver | Blazeonslaught the pouch of steel shots (16/16, 22-26 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 15 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 119 physical damage Damage (Ranged): +34 lightning / +17 physical / +8 mind Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +7 lightning / +20 mind Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 (+3 eff.) Light radius: +8 See stealth: +11 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Belata' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +10 Cun / +3 Con Reduces incoming crit damage: 10.00% Mental save: +8 (+4 eff.) Infravision radius: +2 A pointy cloth hat, very wizardly... |
| Tool | 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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | marksman's steel ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
| On fingers | rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Yvoriamina the hardened leather slingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to reduce all saves and defense by 20 Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Effects on ranged hit: * 20 arcane resource burn Changes resistances: +3% darkness Slings are used to hurl stones or metal shots at your foes. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +2 Dex 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. |
| Main armor | Branudin (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +2 Dex Changes resistances: +16% cold Critical mult.: +10.00% A suit of armour made of leather. |
| Cloak | Kindlegash (8 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +13% fire / +18% light / +6% mind Stealth bonus: +8 Cut immunity: +10% Only die when reaching: -20.00 life Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Inventory
DuathelwillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 13% Changes resistances: +32% nature / +9% darkness Changes damage: +16% nature / +3% acid Stamina each turn: +1.00 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring 'Brandvein'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +1 Wil / +1 Cun Changes resistances: +26% fire Changes damage: +19% fire Light radius: +3 See invisible: +6 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.wyrm's vined mindstar of balance (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 2 lightning / 2 physical / 2 fire / 2 acid / 4 cold Changes resistances: +4% lightning / +2% physical / +2% cold / +3% fire / +4% acid Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.shimmering ash starstaff of might (15-18 power, 3 apr, light 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: Changes damage: +15% light Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +44.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
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. |
thick linen cloak of Eldoral (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stabilizing rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Dex Physical save: +12 (+6 eff.) A cap made of leather. |
troll-hide hardened leather armour of natural resilience (9 def, 6 armour)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +12% nature / +10% blight Reduced damage from: +6% Unnatural Life regen: +5.70 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of steel shots (21/21, 29-35 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.0 - 34.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of amnesia (19/19, 34-41 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain!
Turn into a pirate!By Dollman the Halfling Archer level 1
75th Pyre 122nd year of Ascendancy at 09:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dollman the Halfling Archer level 8
4th Dusk 122nd year of Ascendancy at 22:06 see stats
Exterminator
Killed 1000 creatures.By Dollman the Halfling Archer level 18
42nd Regrowth 123rd year of Ascendancy at 23:59 see stats
Level 10
Got a character to level 10.By Dollman the Halfling Archer level 10
32nd Dusk 122nd year of Ascendancy at 08:28 see stats
Level 20
Got a character to level 20.By Dollman the Halfling Archer level 20
64th Pyre 123rd year of Ascendancy at 06:04 see stats
The secret city
Discovered the truth about mages.By Dollman the Halfling Archer level 7
5th Mirth 122nd year of Ascendancy at 12:01 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Dollman the Halfling Archer level 16
55th Haze 122nd year of Ascendancy at 09:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dollman the Halfling Archer level 18
6th Pyre 123rd year of Ascendancy at 19:35 see stats
Log
Luminous horror casts Firebeam.
Luminous horror hits Dollman for 30 fire damage.
Dollman is no longer evading attacks.
Epidemic from Worm that walks hits Dollman for 60 blight damage.
Dollman's Rune: Shielding has been disrupted by anti-magic forces!
Dollman uses Infusion: Regeneration.
Dollman starts regenerating health quickly.
Luminous horror slows down.
Oozing horror's nature slow area effect hits Luminous horror for 16 nature damage.
Luminous horror casts Searing Light.
Dollman tries to evade attacks.
Luminous horror hits Dollman for 77 light damage.
Luminous horror casts Healing Light.
Luminous horror's spell attains critical power!
Luminous horror receives 225 healing.
Epidemic from Worm that walks hits Dollman for 60 blight damage.
Oozing horror's nature slow area effect hits Luminous horror for 16 nature damage.
Luminous horror's light area effect hits Dollman for 32 light damage.
Talent Steady Shot is ready to use.
Epidemic from Worm that walks hits Dollman for 50 blight damage.
Luminous horror's light area effect hits Dollman for 32 light damage.
Dollman is no longer evading attacks.
Epidemic from Worm that walks hits Dollman for 50 blight damage.
Dollman uses Tumble.
Epidemic from Worm that walks hits Dollman for 50 blight damage.
Dollman the level 20 halfling archer was diseased to death by a worm that walks on level 3 of Lake of Nur.













































































