Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Alchemist |
| Level / Exp | 44 / 81% |
| Size | big |
| Lifes / Deaths | Killed by shadow at level 12 on the 27th Wealth 122nd year of Ascendancy at 21:18 0 / 9Killed by orc blood mage at level 31 on the 5th Loss 123rd year of Ascendancy at 07:54 Killed by Vor, Grand Geomancer of the Pride at level 32 on the 7th Iron 124th year of Ascendancy at 06:35 Killed by The Shade of Telos at level 35 on the 38th Stralite 124th year of Ascendancy at 13:59 Killed by Betholaith the orc pyromancer at level 37 on the 30th Profit 124th year of Ascendancy at 14:19 Killed by CHECK MY INVENTORY (servant of Legs) at level 37 on the 38th Profit 124th year of Ascendancy at 00:05 Killed by CHECK MY INVENTORY (servant of Legs) at level 37 on the 43rd Profit 124th year of Ascendancy at 03:35 Killed by CHECK MY INVENTORY (servant of Legs) at level 38 on the 5th Wealth 124th year of Ascendancy at 17:35 Killed by Belumille the orc fighter at level 44 on the 4th Gold 125th year of Ascendancy at 09:35 |
Primary Stats
| Strength | 41 (base 15) |
| Dexterity | 28 (base 14) |
| Constitution | 118 (base 61) |
| Magic | 90 (base 58) |
| Willpower | 41 (base 9) |
| Cunning | 109 (base 62) |
Resources
| Life | -102/1838 |
| Mana | 421/526 |
| Positive | 18/179 |
| Healing Factor | 0.96 |
| Regeneration | 7.728 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +890% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 12 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 35 |
| Crit Chance | 44% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62.75 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54.1 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +71% |
| Light | +12% |
| Fire | +30% |
| Physical | +65% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 68.120186062231 (71%) |
| Defense | 70.938379848891 |
| Ranged Defense | 70.938379848891 |
| Fatigue | 4 |
| Physical Save | 78.933333333333 |
| Spell Save | 67.733333333333 |
| Mental Save | 79.895833333333 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 43%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 56%( 70%) |
| Darkness | + 70%( 70%) |
| Arcane | + 44%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 167 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 17% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 498 life. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 890% 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 Magic 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 699 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Infusion | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Fire alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acid Infusion |
| talent | Defensive Posture |
| beneficial effect | Improves/gives invisibility (power 43). Invisibility |
| 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 (+4 cooldowns). Infusion Saturation |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 890% faster. Wild Speed |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
| beneficial effect | The target ignores pain, reducing all damage taken by 17%. Pain Suppression |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by giant blue ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you learnt talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 1052. | 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 Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within14 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | restorative pair of voratun boots of massiveness (0 def, 5 armour) restorative pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Str / +5 Con Changes damage: +8% physical Life regen: +2.20 Healing mod.: +11% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 343 alchemist onyx 343 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | preserving dwarven lantern of health preserving dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight Life regen: +2.10 Maximum life: +54.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Skyriver (Petrified Wood) (3 def, 0 armour) Skyriver (Petrified Wood) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +11 Cun / +25 Con Damage when the wearer is hit: 12 lightning Changes resistances: +50% physical / +10% cold / +25% nature / +69% darkness Changes resistances penetration: +10% arcane Changes damage: +51% darkness / +57% physical Mental save: +15 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum hate: +45.00 Mindpower: +30 Mental crit. chance: +14% See invisible: +9 A pointy cloth hat, very wizardly... |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (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: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Samahell the voratun ring Samahell the voratun ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Armour: +8 Changes stats: +4 Str / +5 Dex / +7 Cun Changes resistances: +2% physical / +5% arcane Mental save: +6 Blindness immunity: +5% Stun/Freeze immunity: +28% Life regen: +3.50 Defense after a teleport: +15 Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | drakeskin leather belt 'Cyrysebeth' (pearl) drakeskin leather belt 'Cyrysebeth' (pearl)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Defense: +22 Changes stats: +1 Str / +6 Mag / +11 Wil Damage when the wearer is hit: 4 acid Changes resistances: +5% all Grants telepathy: Demon/Minor Demon/Major Critical mult.: +13.00% Stealth bonus: +13 Mental save: +15 Maximum life: +110.00 Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | bloodlich's dragonbone vilestaff of blasting (30-36 power, 6 apr, fire damage) bloodlich's dragonbone vilestaff of blasting (30-36 power, 6 apr, fire damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +7 Cun / +4 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +22.00% Vim when firing critical spell: +5.00 Maximum vim: +36.00 Spellpower: +22 Spell crit. chance: +10% It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's drakeskin leather gloves of dispersion (0 def, 16 armour) stone warden's drakeskin leather gloves of dispersion (0 def, 16 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +16 Armour Hardiness: +6% Changes stats: +6 Mag / +6 Wil / +4 Con Damage when the wearer hits(melee): 8 arcane Changes resistances: +12% physical / +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Death's Embrace (moonstone) (28 def, 18 armour) Death's Embrace (moonstone) (28 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +28 Changes stats: +5 Dex / +5 Cun / +5 Mag Damage when the wearer is hit: 15 darkness / 15 cold Changes resistances: +30% cold / +30% darkness / +30% temporal Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Physical save: +10 Spell save: +10 Mental save: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 1/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Cloak | aaabaaajss (33 def, 0 armour) aaabaaajss (33 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +33 Changes stats: +5 Str / +8 Wil / +6 Cun / +6 Con Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 8 fire Changes resistances: +6% fire Physical save: +44 Spell save: +9 Maximum life: +110.00 Spell crit. chance: +3% Mental crit. chance: +8% Defense after a teleport: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 12/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
heroism infusion of the titan (+23 for 9 turns, die at -936) heroism infusion of the titan (+23 for 9 turns, die at -936)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: 33 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. Also while Heroism is active, you will only die when reaching -936 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
movement infusion (907% speed; 5 turns) movement infusion (907% speed; 5 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: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 907% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. 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. |
phase door rune of the wizard (range 12; power 34; dur 4) phase door rune of the wizard (range 12; power 34; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. 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 psychic (absorb 243 for 3 turns) shielding rune of the psychic (absorb 243 for 3 turns)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: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 243 damage for 3 turns. 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. |
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 |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer is hit: 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Gives all your cold damage a 20% chance to freeze the target, and allows 20% of your damage to ignore ice blocks. This impossibly cold chain of frost coated metal radiates a strange and imposing aura. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
restful stralite amulet of mastery (0.21 Spell / Infusion) restful stralite amulet of mastery (0.21 Spell / Infusion)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Talent mastery: +0.21 Spell / Infusion Life regen: +3.70 Amulets can have magical properties. |
serendipitous steel amulet of the fish serendipitous steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Defense: +6 Changes stats: +7 Lck Changes resistances: +10% cold Allows you to breathe in: water Amulets can have magical properties. |
wanderer's stralite amulet of murder wanderer's stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +5.0% Fatigue: -5% Changes stats: +6 Dex / +6 Cun / +6 Con Critical mult.: +14.00% Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
warmaker's voratun amulet of magic (+8) warmaker's voratun amulet of magic (+8)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +7 Dex / +5 Mag / +6 Wil Amulets can have magical properties. |
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 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Morbusvein the steel ring Morbusvein the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 4 nature Changes resistances: +15% nature Physical save: +9 Spell save: +9 Mental save: +13 Disarm immunity: +28% Confusion immunity: +21% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +30.00 Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
psionicist's gold ring of misery psionicist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer hits(melee): 13 gloom / 23 bleed Mental save: +8 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
savior's stralite ring of speed savior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +8 Physical save: +12 Spell save: +9 Mental save: +10 Movement speed: +12% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
sneakthief's stralite ring of pilfering sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Armour penetration: +7 Defense: +10 Changes stats: +4 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
lifebinding dragonbone vilestaff of greater warding (30-36 power, 6 apr, acid damage) lifebinding dragonbone vilestaff of greater warding (30-36 power, 6 apr, acid damage)Requires: - Magic 48 Powered by arcane forces 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: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 Changes stats: +6 Con Maximum wards: +3 acid Changes damage: +30% acid Talents granted: +1 Command Staff +4 Ward Life regen: +1.60 Spellpower: +25 Spell crit. chance: +5% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
Emblem of Evasion (pearl) Emblem of Evasion (pearl)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +5 Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Changes resistances: +5% all Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 32 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
138 alchemist agate 138 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
49 sapphire 49 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. woodsman's voratun pickaxe (dig speed 23 turns)woodsman's voratun pickaxe (dig speed 23 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature Changes damage: +9% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
scorching dwarven lantern of corpselight scorching dwarven lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when the wearer is hit: 13 fire Changes resistances: +9% blight / +10% darkness / +7% fire Spellpower: +4 Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 36 blight damage or heals 54 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
35 alchemist bloodstone 35 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
39 bloodstone 39 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3) Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 64/75. 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 is 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. |
quiet dwarven-steel torque of psychoportation [power 34] (8/30 cooldown) quiet dwarven-steel torque of psychoportation [power 34] (8/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 34), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Aneromikan the elven-wood totem of cure illness [power 3] (8/20 cooldown) Aneromikan the elven-wood totem of cure illness [power 3] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Ranged Defense: +6 Changes resistances: +6% lightning / +3% light Spell save: +3 Cut immunity: +20% It can be used to remove up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons [power 2] (8/20 cooldown) ash totem of cure poisons [power 2] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure poisons [power 4] (8/20 cooldown) dragonbone totem of cure poisons [power 4] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
arcane elven-wood wand of trap destruction [power 89] (8/15 cooldown) arcane elven-wood wand of trap destruction [power 89] (8/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to try to disarm traps in a line (disarm power 89), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 11 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Betherialaith' [power 709] (8/9 cooldown) dragonbone wand of conjuration 'Betherialaith' [power 709] (8/9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical power: +4 Talent granted: +10 Volcano Mental save: +18 Psi when hit: +0.04 Maximum psi: +20.00 Healing mod.: +5% It can be used to fire a bolt of a random element (dam 354-709), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded ash wand of detection [power 7] (8/15 cooldown) warded ash wand of detection [power 7] (8/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 fire / +2 cold / +2 lightning / +1 blight / +2 temporal Talent granted: +1 Ward It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
28 diamond 28 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
27 moonstone 27 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
22 pearl 22 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Additional 100 lite damage Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Legs the Dwarf Alchemist level 27
6th Voratun 123rd year of Ascendancy at 22:27 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Legs the Dwarf Alchemist level 41
22nd Loss 124th year of Ascendancy at 07:03 see stats
Against all odds
Killed Ukruk in the ambush.By Legs the Dwarf Alchemist level 26
4th Voratun 123rd year of Ascendancy at 12:23 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Legs the Dwarf Alchemist level 36
29th Voratun 124th year of Ascendancy at 05:47 see stats
Arachnophobia
Destroyed the spydric menace.By Legs the Dwarf Alchemist level 34
23rd Iron 124th year of Ascendancy at 16:54 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Legs the Dwarf Alchemist level 33
10th Iron 124th year of Ascendancy at 15:54 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Legs the Dwarf Alchemist level 37
2nd Profit 124th year of Ascendancy at 02:08 see stats
Brave new world
Went to the Far East and took part in the war.By Legs the Dwarf Alchemist level 30
14th Wealth 123rd year of Ascendancy at 11:41 see stats
Bringer of Doom
Killed a Bringer of Doom.By Legs the Dwarf Alchemist level 22
7th Stralite 123rd year of Ascendancy at 17:12 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Legs the Dwarf Alchemist level 22
10th Gold 123rd year of Ascendancy at 10:04 see stats
Clone War
Destroyed your own Shade.By Legs the Dwarf Alchemist level 31
9th Loss 123rd year of Ascendancy at 06:50 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Legs the Dwarf Alchemist level 12
20th Wealth 122nd year of Ascendancy at 15:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Legs the Dwarf Alchemist level 29
39th Profit 123rd year of Ascendancy at 16:14 see stats
Exterminator
Killed 1000 creatures.By Legs the Dwarf Alchemist level 17
7th Iron 123rd year of Ascendancy at 19:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Legs the Dwarf Alchemist level 19
20th Steel 123rd year of Ascendancy at 20:00 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Legs the Dwarf Alchemist level 16
13rd Shortage 122nd year of Ascendancy at 10:24 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Legs the Dwarf Alchemist level 32
3rd Iron 124th year of Ascendancy at 21:42 see stats
Level 10
Got a character to level 10.By Legs the Dwarf Alchemist level 10
13rd Profit 122nd year of Ascendancy at 20:34 see stats
Level 20
Got a character to level 20.By Legs the Dwarf Alchemist level 20
21st Steel 123rd year of Ascendancy at 08:31 see stats
Level 30
Got a character to level 30.By Legs the Dwarf Alchemist level 30
39th Profit 123rd year of Ascendancy at 16:14 see stats
Level 40
Got a character to level 40.By Legs the Dwarf Alchemist level 40
2nd Loss 124th year of Ascendancy at 07:31 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Legs the Dwarf Alchemist level 34
15th Steel 124th year of Ascendancy at 10:57 see stats
Orcrist
Killed the leaders of the Orc Pride.By Legs the Dwarf Alchemist level 41
22nd Loss 124th year of Ascendancy at 05:16 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Legs the Dwarf Alchemist level 42
19th Shortage 124th year of Ascendancy at 10:17 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Legs the Dwarf Alchemist level 13
18th Dearth 122nd year of Ascendancy at 13:35 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Legs the Dwarf Alchemist level 28
13rd Voratun 123rd year of Ascendancy at 18:48 see stats
Size matters
Did over 600 damage in one attack.By Legs the Dwarf Alchemist level 25
2nd Voratun 123rd year of Ascendancy at 21:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Legs the Dwarf Alchemist level 30
39th Profit 123rd year of Ascendancy at 20:14 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Legs the Dwarf Alchemist level 5
19th Voratun 122nd year of Ascendancy at 01:33 see stats
The Arena
Unlocked Arena mode.By Legs the Dwarf Alchemist level 8
2nd Profit 122nd year of Ascendancy at 01:25 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Legs the Dwarf Alchemist level 39
29th Dearth 124th year of Ascendancy at 03:32 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Legs the Dwarf Alchemist level 36
30th Voratun 124th year of Ascendancy at 11:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Legs the Dwarf Alchemist level 22
8th Stralite 123rd year of Ascendancy at 04:41 see stats
The secret city
Discovered the truth about mages.By Legs the Dwarf Alchemist level 11
18th Profit 122nd year of Ascendancy at 23:59 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Legs the Dwarf Alchemist level 34
15th Steel 124th year of Ascendancy at 06:22 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Legs the Dwarf Alchemist level 22
7th Stralite 123rd year of Ascendancy at 09:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Legs the Dwarf Alchemist level 32
4th Iron 124th year of Ascendancy at 02:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Legs the Dwarf Alchemist level 21
40th Steel 123rd year of Ascendancy at 00:55 see stats
Unstoppable
Returned from the dead.By Legs the Dwarf Alchemist level 38
5th Wealth 124th year of Ascendancy at 17:35 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Legs the Dwarf Alchemist level 26
4th Voratun 123rd year of Ascendancy at 05:31 see stats
Log
Belumille the orc fighter feels pain again.
Burning from Legs hits Belumille the orc fighter for 50 acid, 10 fire (61 total damage).
Weakness Disease from Belumille the orc fighter hits Legs for 27 blight damage.
Lava floor burns Legs!
Belumille the orc fighter hits Legs for 128 fire damage.
Legs vanishes from sight.
Burning from Legs hits Belumille the orc fighter for 39 acid, 8 fire (46 total damage).
Lava floor heals Belumille the orc fighter!
Belumille the orc fighter receives 135 healing.
Weakness Disease from Belumille the orc fighter hits Legs for 27 blight damage.
Lava floor burns Legs!
Belumille the orc fighter hits Legs for 128 fire damage.
Legs uses Infusion: Wild.
Legs is free from the weakness disease.
Legs is cured!
Legs lessens the pain.
Legs uses Infusion: Movement.
Legs is moving freely.
Legs prepares for the next kill!.
Lava floor burns Legs!
Belumille the orc fighter hits Legs for 115 fire damage.
Lava floor burns Legs!
Belumille the orc fighter hits Legs for 115 fire damage.
Lava floor heals Belumille the orc fighter!
Belumille the orc fighter deactivates Fearscape.
Saving game...
