Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 50 / 402% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 37 on the 26th Profit 123rd year of Ascendancy at 11:44 0 / 9Killed by orc necromancer at level 42 on the 42nd Dearth 123rd year of Ascendancy at 11:21 Killed by Elandar at level 50 on the 30th Profit 124th year of Ascendancy at 11:59 Killed by Elandar at level 50 on the 30th Profit 124th year of Ascendancy at 14:17 Killed by bone giant at level 50 on the 30th Profit 124th year of Ascendancy at 20:25 Killed by Elandar at level 50 on the 30th Profit 124th year of Ascendancy at 22:38 Killed by Argoniel at level 50 on the 31st Profit 124th year of Ascendancy at 00:38 Killed by Argoniel at level 50 on the 31st Profit 124th year of Ascendancy at 05:07 Killed by Elandar at level 50 on the 31st Profit 124th year of Ascendancy at 06:01 |
Primary Stats
| Strength | 85 (base 61) |
| Dexterity | 18 (base 8) |
| Constitution | 85 (base 64) |
| Magic | 79 (base 60) |
| Willpower | 59 (base 39) |
| Cunning | 29 (base 14) |
Resources
| Life | -26/1798 |
| Mana | 453/639 |
| Equilibrium | 0 |
| Positive | 190/197 |
| Healing Factor | 1.3 |
| Regeneration | 15.145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 72 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.666666666667 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46.966666666667 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | +12% |
Defense: Base
| Armour (hardiness) | 18.82158660755 (80%) |
| Defense | 45.6 |
| Ranged Defense | 57.933333333333 |
| Fatigue | 60 |
| Physical Save | 70.5625 |
| Spell Save | 52.35 |
| Mental Save | 57.516666666667 |
Defense: Resistances
| All | -61%( 70%) |
Defense: Immunities
| Silence Resistance | 48% |
| Disarm Resistance | 42% |
| Knockback Resistance | 50% |
| Confusion Resistance | 84% |
| Stun Resistance | 100% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 717 damage for 7 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 740 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -523 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 949% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -1009 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is cursed, reducing all resistances by 56%. Curse of Vulnerability |
| detrimental effect | Your body is cauterizing, burning for 65.27 damage each turn. Cauterize |
| detrimental effect | The target has been splashed with acid, taking 39.87 acid damage per turn, reducing armour by 55 and attack by 48. Acid Splash |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by war bear. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by orc necromancer. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by rattlesnake. Escort: temporal explorer (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 179. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Flameminister' (0 def, 5 armour) pair of voratun boots 'Flameminister' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Damage when hit (Melee): 20 fire Changes resistances: +3% fire Changes resistances penetration: +30% mind / +10% light Maximum encumbrance: +34 Physical save: +15 Silence immunity: +48% Confusion immunity: +49% Stun/Freeze immunity: +50% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | piercing dwarven lantern of focus piercing dwarven lantern of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +5 Wil Changes resistances penetration: +12% all Changes damage: +11% mind Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | psionic voratun torque of psychoportation [power 65] (27 cooldown) psionic voratun torque of psychoportation [power 65] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 65), placing all other charms into a 27 cooldown. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tuloyon the voratun ring Tuloyon the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 Defense: +6 Ranged Defense: +6 Changes resistances: +40% darkness / +6% fire Changes resistances penetration: +10% temporal Changes damage: +20% darkness / +7% all Disease immunity: +5% Disarm immunity: +42% Pinning immunity: +39% Knockback immunity: +0% Vim when firing critical spell: +1.00 Maximum life: +38.00 Spellpower: +16 Mindpower: +20 Rings can have magical properties. |
| On fingers | marksman's voratun ring of perseverance marksman's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Stun/Freeze immunity: +38% Life regen: +2.60 Rings can have magical properties. |
| Around neck | Tempestvice the voratun amulet Tempestvice the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +7 Physical crit. chance: +5.0% Defense: +2 Ranged Defense: +2 Changes stats: +12 Con / +5 Mag Changes resistances penetration: +10% arcane Changes damage: +6% lightning / +12% arcane Critical mult.: +18.00% Physical save: +39 Life regen: +5.20 Mana when firing critical spell: +3.00 Maximum life: +150.00 Amulets can have magical properties. |
| In main hand | How good are wards, anyway? (12 def, 15 armour, 64 dam, 305.5 block) How good are wards, anyway? (12 def, 15 armour, 64 dam, 305.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +305 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +18 light / +20 fire When wielded/worn: Armour: +15 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects when hit in melee: * 36% chance to blind Damage when hit (Melee): 23 fire Changes stats: +6 Str / +10 Mag / +1 Wil / +2 Cun / +6 Con Changes resistances: +20% light / +20% fire Maximum wards: +6 lightning / +6 temporal / +6 blight / +4 fire / +6 cold Talents granted: +5 Block +1 Ward Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Handheld deflection devices. |
| Around waist | drakeskin leather belt 'Gleam's kiss' drakeskin leather belt 'Gleam's kiss'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 Damage when hit (Melee): 4 temporal Changes resistances: +10% acid / +12% temporal / +6% light / +9% fire / +8% lightning / +9% cold Changes resistances penetration: +15% light Stealth bonus: +15 Life regen: +3.60 Light radius: +2 Healing mod.: +30% A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52 dam, 260 block) Summertide (17 def, 15 armour, 52 dam, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +5% lightning / +5% darkness / -30% arcane / +5% fire / +5% nature / +5% cold This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
movement infusion of the warrior (811% speed; 8 turns) movement infusion of the warrior (811% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 811% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
regeneration infusion of the titan (heal 531 over 5 turns) regeneration infusion of the titan (heal 531 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. Its effects scale with your Constitution 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. |
biting gale rune of the psychic (113 cold damage; 50 apply power) biting gale rune of the psychic (113 cold damage; 50 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; 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 Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 113.21 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 50. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (422 lightning damage) lightning rune of the wizard (422 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 140.95 to 422.85 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 482 for 5 turns) shielding rune of the wizard (absorb 482 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 482 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. flaming voratun battleaxe (55-82.5 power, 4 apr)flaming voratun battleaxe (55-82.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thunderous voratun longsword (42.5-59.5 power, 6 apr)thunderous voratun longsword (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 29% chance to daze When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun mace of erosion (44-61.6 power, 6 apr)flaming voratun mace of erosion (44-61.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature / +18 temporal Burst (radius 1) on hit: +20 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace (46-64.4 power, 6 apr)voratun mace (46-64.4 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hungering living mindstar of slime (16.5-18.15 power, 40 apr, mind damage)hungering living mindstar of slime (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 10% Changes damage: +9% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +5 Mental crit. chance: +5% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 18 cooldown. 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. nature's living mindstar of frost (17-18.7 power, 40 apr, mind damage)nature's living mindstar of frost (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +10% blight / +16% cold Changes resistances penetration: +20% cold Changes damage: +6% nature / +18% cold Disease immunity: +23% Mindpower: +5 Mental crit. chance: +5% 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. mighty drakeskin leather sling of dampeningmighty drakeskin leather sling of dampening Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +15 Changes stats: +7 Str Changes resistances: +16% acid / +17% fire / +17% cold / +17% lightning Spell save: +15 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 Effects on melee hit: * 15% chance to blind Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 80.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff (30-36 power, 6 apr, physical element)dragonbone starstaff (30-36 power, 6 apr, physical element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots (0 def, 15 armour)miner's pair of voratun boots (0 def, 15 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Mayetta the voratun mail armour (5 def, 25 armour)Mayetta the voratun mail armour (5 def, 25 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 Defense: +5 Fatigue: +9% Damage when hit (Melee): 13 physical Changes stats: +3 Dex / +4 Con Physical save: +8 Infravision radius: +1 See invisible: +3 A suit of armour made of mail. |
voratun pickaxe of quickening (dig speed 18 turns) voratun pickaxe of quickening (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 27.36 cold damage and 28.64 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 45 power out of 72/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) 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, costing 180 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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), 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. |
voratun torque of psychoportation [power 60] (27 cooldown) voratun torque of psychoportation [power 60] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 60), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. dragonbone totem of cure ailments [power 4] (9 cooldown)dragonbone totem of cure ailments [power 4] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 9 cooldown. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Durxi the Dwarf Stone Warden level 29
9th Gold 123rd year of Ascendancy at 04:40 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Durxi the Dwarf Stone Warden level 47
35th Stralite 124th year of Ascendancy at 17:07 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Durxi the Dwarf Stone Warden level 28
6th Gold 123rd year of Ascendancy at 18:21 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Durxi the Dwarf Stone Warden level 48
41st Stralite 124th year of Ascendancy at 14:26 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Durxi the Dwarf Stone Warden level 41
24th Dearth 123rd year of Ascendancy at 18:34 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Durxi the Dwarf Stone Warden level 31
27th Gold 123rd year of Ascendancy at 11:49 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Durxi the Dwarf Stone Warden level 11
11st Profit 122nd year of Ascendancy at 12:41 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Durxi the Dwarf Stone Warden level 41
37th Dearth 123rd year of Ascendancy at 01:37 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Durxi the Dwarf Stone Warden level 30
23rd Gold 123rd year of Ascendancy at 03:16 see stats
Explorer (Nightmare (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Durxi the Dwarf Stone Warden level 50
17th Voratun 124th year of Ascendancy at 11:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Durxi the Dwarf Stone Warden level 18
45th Dearth 122nd year of Ascendancy at 22:03 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Durxi the Dwarf Stone Warden level 39
6th Wealth 123rd year of Ascendancy at 02:56 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Durxi the Dwarf Stone Warden level 50
13rd Profit 124th year of Ascendancy at 00:20 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Durxi the Dwarf Stone Warden level 50
13rd Profit 124th year of Ascendancy at 00:20 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Durxi the Dwarf Stone Warden level 42
37th Dearth 123rd year of Ascendancy at 03:55 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Durxi the Dwarf Stone Warden level 18
31st Dearth 122nd year of Ascendancy at 02:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Durxi the Dwarf Stone Warden level 10
4th Profit 122nd year of Ascendancy at 12:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Durxi the Dwarf Stone Warden level 20
22nd Loss 122nd year of Ascendancy at 10:57 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Durxi the Dwarf Stone Warden level 30
18th Gold 123rd year of Ascendancy at 23:51 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Durxi the Dwarf Stone Warden level 40
20th Dearth 123rd year of Ascendancy at 07:15 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Durxi the Dwarf Stone Warden level 50
14th Voratun 124th year of Ascendancy at 15:47 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Durxi the Dwarf Stone Warden level 47
35th Stralite 124th year of Ascendancy at 05:02 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Durxi the Dwarf Stone Warden level 15
28th Wealth 122nd year of Ascendancy at 19:17 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Durxi the Dwarf Stone Warden level 29
16th Gold 123rd year of Ascendancy at 11:14 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Durxi the Dwarf Stone Warden level 48
36th Stralite 124th year of Ascendancy at 14:47 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Durxi the Dwarf Stone Warden level 33
33rd Stralite 123rd year of Ascendancy at 01:53 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Durxi the Dwarf Stone Warden level 30
23rd Gold 123rd year of Ascendancy at 09:39 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Durxi the Dwarf Stone Warden level 6
21st Voratun 122nd year of Ascendancy at 23:03 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Durxi the Dwarf Stone Warden level 32
4th Stralite 123rd year of Ascendancy at 14:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Durxi the Dwarf Stone Warden level 10
5th Profit 122nd year of Ascendancy at 17:48 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Durxi the Dwarf Stone Warden level 46
30th Gold 124th year of Ascendancy at 02:10 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Durxi the Dwarf Stone Warden level 23
10th Iron 123rd year of Ascendancy at 04:11 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Durxi the Dwarf Stone Warden level 24
21st Steel 123rd year of Ascendancy at 14:05 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Durxi the Dwarf Stone Warden level 34
1st Voratun 123rd year of Ascendancy at 13:42 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Durxi the Dwarf Stone Warden level 34
1st Voratun 123rd year of Ascendancy at 13:19 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Durxi the Dwarf Stone Warden level 21
11st Shortage 122nd year of Ascendancy at 01:40 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Durxi the Dwarf Stone Warden level 50
31st Profit 124th year of Ascendancy at 05:07 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Durxi the Dwarf Stone Warden level 27
4th Gold 123rd year of Ascendancy at 21:47 see stats
Log
Elandar shrugs off the effect 'Silenced'!
Elandar shrugs off the effect 'Disarmed'!
Argoniel shrugs off the effect 'Bleeding'!
Argoniel shrugs off the effect 'Insidious Poison'!
Argoniel shrugs off the effect 'Disarmed'!
Durxi hits Argoniel for 97 arcane, 106 physical (204 total damage).
Durxi hits Elandar for 73 arcane, 121 physical (195 total damage).
Elandar casts Manathrust.
Bleeding from Durxi hits Elandar for 33 physical damage.
Elandar hits Argoniel for 197 arcane damage.
Elandar hits Durxi for 343 arcane damage.
Insidious Poison from Durxi hits Elandar for 9 nature damage.
Durxi is moving less freely.
Durxi stops regenerating health quickly.
Acid Splash from Argoniel hits Durxi for 15 acid damage.
Argoniel casts Curse of Vulnerability.
Durxi is cursed.
Durxi is wreathed in flames on the brink of death!
Durxi hits Argoniel for 27 fire, 2 temporal (30 total damage).
Argoniel hits Durxi for 0 blight, 0 blight (0 total damage).
Durxi casts Mudslide.
Elandar resists the punch!
Argoniel resists the punch!
Durxi hits Argoniel for 62 physical damage.
Durxi hits Elandar for 71 physical damage.
Elandar casts Illuminate.
Argoniel resists the blinding light!
Durxi resists the blinding light!
Saving game...
