Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 25 / 56% |
| Size | small |
| Lifes / Deaths | Killed by sand-drake at level 13 on the 51st Haze 122nd year of Ascendancy at 23:31 0 / 7Killed by bloated horror at level 16 on the 64th Regrowth 123rd year of Ascendancy at 14:25 Killed by skeleton warrior at level 21 on the 1st Summertide 123rd year of Ascendancy at 13:01 Killed by master vampire at level 23 on the 3rd Dusk 123rd year of Ascendancy at 08:30 Killed by Veluvena the skeleton archer at level 25 on the 8th Haze 123rd year of Ascendancy at 13:52 Killed by Adurira the bone giant at level 25 on the 8th Haze 123rd year of Ascendancy at 15:56 Killed by Belybreta the master vampire at level 25 on the 9th Haze 123rd year of Ascendancy at 13:32 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 60 (base 50) |
| Constitution | 31 (base 10) |
| Magic | 37 (base 26) |
| Willpower | 24 (base 10) |
| Cunning | 58 (base 38) |
Resources
| Life | -14/664 |
| Mana | 275/314 |
| Stamina | 98/147 |
| Healing Factor | 1 |
| Regeneration | 59.61 |
Speed
| Mental | +2.86% |
| Attack | 0% |
| Movement | 0% |
| Spell | +2.86% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 49 |
| Crit Chance | 54% |
| APR | 19 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 89 |
| Accuracy | 49 |
| Crit Chance | 52% |
| APR | 19 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 36.235 |
| Crit Chance | 17% |
| Speed | 0.97219521679953 |
Offense: Mind
| Mindpower | 35.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Light | +7% |
| Temporal | +3% |
| Physical | +13% |
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 33.75 |
| Ranged Defense | 33.75 |
| Fatigue | 15 |
| Physical Save | 36.0625 |
| Spell Save | 21.1125 |
| Mental Save | 45.858333333333 |
Defense: Resistances
| Mind | + 39%( 70%) |
| Lightning | + 42%( 70%) |
| Darkness | + 32%( 70%) |
| Acid | + 39%( 70%) |
| Fire | + 37%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 37%( 70%) |
| All | + 29%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Silence Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 23% for 7 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. Its effects scale with your Magic stat. |
| 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 273 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 59.36 life per turn. Regeneration |
| detrimental effect | The target's final doom is drawing near, preventing all forms of healing and regeneration and dealing 52.17 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Aerokira the brittle clear ooze. Escort: repented thief (level 7 of Dreadfell) | failed |
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 Dragon. | 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | 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. * 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: 135. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice ant stinger. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 bear paw. * '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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 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. | done |
Equipment
| On feet | blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour) blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Wil / +3 Mag It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +5% darkness Changes damage: +7% light Spellpower: +3 Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 30.01 light damage within radius 4. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | miner's dwarven-steel helm of knowledge (0 def, 7 armour) miner's dwarven-steel helm of knowledge (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +3 Cun / +3 Wil Mindpower: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Murkroar' (0 def, 16 armour) drakeskin leather gloves 'Murkroar' (0 def, 16 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 Armour: +16 Damage when the wearer hits(melee): 10 physical Changes damage: +7% physical Physical save: +7 Mental save: +17 Maximum life: +66.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | stralite ring 'Duvykor' stralite ring 'Duvykor'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 Changes stats: +7 Str / +6 Con Changes resistances: +14% mind Changes damage: +14% mind Silence immunity: +15% Defense after a teleport: +10 Rings can have magical properties. |
| On fingers | gladiator's gold ring of warding gladiator's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +6 Con Changes resistances: +12% fire / +12% cold / +18% lightning / +15% acid Rings can have magical properties. |
| Around neck | protective gold amulet of murder protective gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +6 Physical crit. chance: +5.0% Armour: +2 Defense: +5 Critical mult.: +13.00% Physical save: +13 Amulets can have magical properties. |
| In main hand | Betelaith (48.5-63.05 power, 9 apr) Betelaith (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 Changes stats: +4 Con Changes resistances penetration: +8% physical Changes damage: +3% temporal Disarm immunity: +19% Sharp, short and deadly. |
| Around waist | balancing rough leather belt of the vagrant balancing rough leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +6 Physical crit. chance: +3.0% Changes stats: +4 Dex / +3 Cun / +1 Con Mental save: +6 Mindpower: +5 A belt that goes around your waist. |
| In off hand | warbringer's stralite dagger of corruption (30-39 power, 9 apr) warbringer's stralite dagger of corruption (30-39 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +8 darkness / +5 blight When wielded/worn: Physical power: +8 Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +17% Sharp, short and deadly. |
| Cloak | Murkusher (2 def, 0 armour) Murkusher (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 12 darkness Damage when the wearer is hit: 20 darkness Changes damage: +27% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belutosus the reinforced leather armour (11 def, 13 armour) Belutosus the reinforced leather armour (11 def, 13 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +13 Defense: +11 Fatigue: +8% Changes stats: +6 Cun / +3 Wil Critical mult.: +12.00% Mental save: +25 Equilibrium when hit: +0.16 A suit of armour made of leather. |
Inventory
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag / +4 Cun / +4 Con Mana each turn: +0.14 Maximum mana: +24.00 Amulets can have magical properties. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. 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 Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 201/400. 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By dirk the Halfling Shadowblade level 24
8th Dusk 123rd year of Ascendancy at 01:32 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By dirk the Halfling Shadowblade level 13
37th Haze 122nd year of Ascendancy at 23:20 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By dirk the Halfling Shadowblade level 17
55th Pyre 123rd year of Ascendancy at 08:41 see stats
Exterminator
Killed 1000 creatures.By dirk the Halfling Shadowblade level 17
55th Pyre 123rd year of Ascendancy at 05:22 see stats
Fear me not!
Survived the Fearscape!By dirk the Halfling Shadowblade level 17
45th Pyre 123rd year of Ascendancy at 12:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By dirk the Halfling Shadowblade level 16
65th Regrowth 123rd year of Ascendancy at 01:59 see stats
Level 10
Got a character to level 10.By dirk the Halfling Shadowblade level 10
32nd Dusk 122nd year of Ascendancy at 14:15 see stats
Level 20
Got a character to level 20.By dirk the Halfling Shadowblade level 20
76th Pyre 123rd year of Ascendancy at 07:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By dirk the Halfling Shadowblade level 15
6th Decay 122nd year of Ascendancy at 16:53 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By dirk the Halfling Shadowblade level 25
17th Dusk 123rd year of Ascendancy at 18:14 see stats
The Arena
Unlocked Arena mode.By dirk the Halfling Shadowblade level 5
6th Mirth 122nd year of Ascendancy at 19:34 see stats
The Rat Lich
Killed the terrible Rat Lich.By dirk the Halfling Shadowblade level 19
67th Pyre 123rd year of Ascendancy at 11:42 see stats
The secret city
Discovered the truth about mages.By dirk the Halfling Shadowblade level 5
4th Mirth 122nd year of Ascendancy at 16:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By dirk the Halfling Shadowblade level 20
9th Mirth 123rd year of Ascendancy at 23:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By dirk the Halfling Shadowblade level 23
4th Dusk 123rd year of Ascendancy at 19:03 see stats
Log
Belybreta the master vampire hits dirk for 38 arcane damage.
Dirk's awareness returns to normal.
Belybreta the master vampire hits dirk for 38 arcane damage.
Dirk is moving less freely.
Belybreta the master vampire hits dirk for 38 arcane damage.
Dirk uses Infusion: Regeneration.
Dirk starts regenerating health quickly.
Talent Shadowstep is ready to use.
Belybreta the master vampire hits dirk for 38 arcane damage.
Space around you starts to dissolve...
Dirk is no longer out of phase.
Belybreta the master vampire hits dirk for 38 arcane damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Belybreta the master vampire hits dirk for 38 arcane damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Belybreta the master vampire hits dirk for 38 arcane damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Saving done.
Saving done.
Saving game...
