Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Alchemist |
| Level / Exp | 46 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Ivyldassra the skeleton warrior at level 21 on the 21st Steel 123rd year of Ascendancy at 00:01 / 7Killed by golem (servant of Grimor) at level 22 on the 24th Steel 123rd year of Ascendancy at 18:28 Killed by golem (servant of Grimor) at level 23 on the 28th Steel 123rd year of Ascendancy at 04:42 Killed by skeleton warrior at level 23 on the 29th Steel 123rd year of Ascendancy at 23:10 Killed by skeleton warrior at level 23 on the 30th Steel 123rd year of Ascendancy at 01:57 Killed by will o' the wisp at level 23 on the 30th Steel 123rd year of Ascendancy at 12:31 Killed by Atamathon the Giant Golem at level 42 on the 10th Shortage 123rd year of Ascendancy at 15:19 |
Primary Stats
| Strength | 44 (base 10) |
| Dexterity | 35 (base 12) |
| Constitution | 78 (base 60) |
| Magic | 121 (base 66) |
| Willpower | 41 (base 17) |
| Cunning | 101 (base 54) |
Resources
| Life | 1203/1203 |
| Mana | 436/436 |
| Positive | 0/185 |
| Healing Factor | 1.2 |
| Regeneration | 0.3 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 217 |
| Accuracy | 24 |
| Crit Chance | 52% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78.75 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49.366666666667 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +47% |
| Blight | +47% |
| Physical | +20% |
| Cold | +47% |
| All | +10% |
| Darkness | +47% |
| Light | +62% |
| Arcane | +50% |
| Fire | +30% |
| Nature | +20% |
Offense: Damage Penetration
| Light | +15% |
| Fire | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 103.83941742058 (30%) |
| Defense | 44.996472473526 |
| Ranged Defense | 44.996472473526 |
| Fatigue | 1 |
| Physical Save | 46.115461538462 |
| Spell Save | 54.115461538462 |
| Mental Save | 57.782128205128 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 25%( 75%) |
| Cold | + 38%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 42%( 80%) |
| Fire | + 70%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 93% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 683 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 26% for 6 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Infusion | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.59 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.90 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Acid Infusion |
| talent | Body of Fire |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 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 successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)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 Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 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 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 fire 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. Melinda decided to come live with you in your Fortress. | 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 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: 1400. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an 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 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. | completed |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
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 Clear | active |
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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | 286 alchemist diamond 286 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. 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 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 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 4, doing 56.43 cold damage and 46.06 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. 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. |
| On head | eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag Mana each turn: +1.60 Mana when hit: +1.30 Maximum mana: +66.00 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +20% This small tree shaped totem is imbued with powerful healing energies. |
| On fingers | conjurer's stralite ring of misery conjurer's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +5 Wil / +5 Cun Hate when firing a critical mind attack: +3.00 Spellpower: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 40%. Rings can have magical properties. |
| On fingers | Sulfurwrither SulfurwritherCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +60 Changes stats: +15 Str / +1 Mag Damage when the wearer is hit: 4 nature Changes resistances: +3% nature Changes resistances penetration: +10% temporal Changes damage: +3% arcane Spell save: +9 Mental save: +12 Confusion immunity: +43% Rings can have magical properties. |
| Around waist | Glittervault (diamond) Glittervault (diamond)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Armour: +15 Defense: +19 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +6 Lck Damage when the wearer is hit: 12 lightning Changes resistances: +3% cold / +6% blight Changes resistances penetration: +5% light Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +15 Pinning immunity: +15% Mindpower: +12 Light radius: +2 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Telos Spire of Power (37-44.4 power, 4 apr, blight damage) Telos Spire of Power (37-44.4 power, 4 apr, blight 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: 37.0 - 44.4 Uses stat: 150% Mag Damage type: Blight Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Cun / +7 Mag Changes damage: +37% arcane / +37% cold / +37% acid / +37% blight / +37% light / +37% darkness Damage affinity(heal): +15% arcane / +15% cold / +15% acid / +15% blight / +15% light / +15% darkness Critical mult.: +30.00% Spell save: +16 Mental save: +16 Confusion immunity: +40% Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +100.00 Maximum vim: +50.00 Spellpower: +30 Spell crit. chance: +30% Damage Resonance (when hit): +15% It can be used to turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not requrie breath, costing 30 power out of 30/30. Telos was an extremely powerful mage during the Age of Dusk, hated by his peers, feared by the common folk he was hunted for a long while. He finaly fell in his place of power, Telmur, but his spirit still lingered on. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Molten Skin (bloodstone) (15 def, 12 armour) Molten Skin (bloodstone) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +10% all / +20% fire / +5% light Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Stun/Freeze immunity: +60% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 224.67 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Cloak | Radiance (13 def, 0 armour) Radiance (13 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 Changes stats: +10 Dex / +5 Cun / +8 Mag Damage when the wearer is hit: 30 blinding light Changes resistances: +20% light Changes resistances cap: +10% light Changes damage: +10% light Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Phantasm +0.10 Celestial / Light Spellpower: +8 It can be used to activate talent Barrier (costing 50 power out of 50/50) : Effective talent level: 2.7 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 376 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Around neck | insulating stralite amulet of mastery (0.29 Spell / Staff combat) insulating stralite amulet of mastery (0.29 Spell / Staff combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% fire / +15% cold Talent mastery: +0.29 Spell / Staff combat Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+11 for 11 turns, die at -484) heroism infusion of the warrior (+11 for 11 turns, die at -484)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: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 11 turns. Also while Heroism is active, you will only die when reaching -484 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
heroism infusion of the wizard (+23 for 11 turns, die at -943) heroism infusion of the wizard (+23 for 11 turns, die at -943)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. Also while Heroism is active, you will only die when reaching -943 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Magic 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. |
wild infusion of the wizard (resist 30%; cure physical) wild infusion of the wizard (resist 30%; cure physical)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: 12 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 30% for 5 turns. Its effects scale with your Magic 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. |
teleportation rune (range 51) teleportation rune (range 51)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. 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. 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 |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 117.91 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +80% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 No force can hope to silence the wearer of this amulet. |
vitalizing voratun amulet of the fish vitalizing voratun amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +21% cold Allows you to breathe in: water Physical save: +9 Life regen: +0.80 Maximum life: +46.00 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 21/30. 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. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Archery prowess +0.30 Technique / Warcries +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +7% physical / +15% arcane / +7% fire / +7% cold / +7% lightning Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 315.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's stralite ring of blasting conjurer's stralite ring of blastingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +7 Wil Damage when the wearer hits(melee): 7 lightning / 12 physical Damage when the wearer is hit: 11 lightning / 8 physical Spellpower: +12 Rings can have magical properties. |
Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
dragonbone magestaff (30-36 power, 6 apr, cold damage) dragonbone magestaff (30-36 power, 6 apr, cold damage)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: 100% Mag Damage type: Cold Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Elobrewe the elven-silk cloak (18 def, 0 armour) Elobrewe the elven-silk cloak (18 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +4 Defense: +18 Fatigue: -13% Changes stats: +4 Cun / +8 Wil Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 12 physical Changes resistances: +4% physical / +3% blight Changes damage: +6% physical Mental save: +15 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (bloodstone) (10 def, 10 armour) Robe of the Archmage (bloodstone) (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Stun/Freeze immunity: +60% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
voratun gauntlets 'Glintlord' (0 def, 3 armour) voratun gauntlets 'Glintlord' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +10 Armour: +3 Changes stats: +11 Cun / +5 Dex Damage when the wearer hits(melee): 4 arcane / 13 lightning / 2 temporal Changes resistances: +12% darkness / +10% lightning Changes resistances penetration: +10% light Changes damage: +3% temporal / +11% lightning / +6% light Life regen: +2.00 Stamina each turn: +1.60 Maximum stamina: +27.00 Infravision radius: +2 It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (pearl) (0 def, 10 armour) Crown of the Elements (pearl) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid / +5% all See invisible: +15 This jeweled crown shimmers with colors. |
dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +4% physical Changes damage: +3% physical 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 25 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." |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
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. |
2 bloodstone 2 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. |
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. |
telekinetic stralite torque of clear mind [power 4] (20 cooldown) telekinetic stralite torque of clear mind [power 4] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick ash totem of cure poisons [power 1] (14 cooldown) quick ash totem of cure poisons [power 1] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 1 poisons from the target, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of cure illness [power 3] (20 cooldown) rushing dragonbone totem of cure illness [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to removes 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. |
warded dragonbone wand of conjuration [power 463] (6 cooldown) warded dragonbone wand of conjuration [power 463] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 fire / +2 cold / +3 lightning / +3 blight / +3 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 231-463), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of conjuration [power 421] (6 cooldown) warded dragonbone wand of conjuration [power 421] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 fire / +3 cold / +2 lightning / +4 blight / +2 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 210-421), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of illumination [power 13] (5 cooldown) warded dragonbone wand of illumination [power 13] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 fire / +3 cold / +4 lightning / +3 blight / +2 temporal Talent granted: +1 Ward It can be used to light the area (rad 13), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 pearl 2 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 (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Grimor the Dwarf Alchemist level 25
34th Steel 123rd year of Ascendancy at 12:07 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grimor the Dwarf Alchemist level 45
35th Steel 124th year of Ascendancy at 02:36 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Grimor the Dwarf Alchemist level 25
32nd Steel 123rd year of Ascendancy at 14:02 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Grimor the Dwarf Alchemist level 33
23rd Voratun 123rd year of Ascendancy at 14:26 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Grimor the Dwarf Alchemist level 35
32nd Profit 123rd year of Ascendancy at 11:29 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Grimor the Dwarf Alchemist level 32
18th Voratun 123rd year of Ascendancy at 08:07 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Grimor the Dwarf Alchemist level 17
25th Loss 122nd year of Ascendancy at 18:32 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Grimor the Dwarf Alchemist level 38
25th Dearth 123rd year of Ascendancy at 09:42 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Grimor the Dwarf Alchemist level 26
42nd Steel 123rd year of Ascendancy at 21:04 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Grimor the Dwarf Alchemist level 17
30th Loss 122nd year of Ascendancy at 01:13 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Grimor the Dwarf Alchemist level 17
30th Loss 122nd year of Ascendancy at 07:44 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grimor the Dwarf Alchemist level 31
4th Voratun 123rd year of Ascendancy at 09:19 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Grimor the Dwarf Alchemist level 28
8th Gold 123rd year of Ascendancy at 16:21 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Grimor the Dwarf Alchemist level 39
26th Dearth 123rd year of Ascendancy at 09:57 see stats
Gem of the Moon (Exploration mode)
Completed the Master Jeweler quest with Limmir.By Grimor the Dwarf Alchemist level 43
20th Steel 124th year of Ascendancy at 00:02 see stats
Genocide (Exploration mode)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Grimor the Dwarf Alchemist level 39
33rd Dearth 123rd year of Ascendancy at 06:07 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Grimor the Dwarf Alchemist level 25
38th Steel 123rd year of Ascendancy at 15:01 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grimor the Dwarf Alchemist level 20
8th Steel 123rd year of Ascendancy at 18:42 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Grimor the Dwarf Alchemist level 10
6th Profit 122nd year of Ascendancy at 09:54 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Grimor the Dwarf Alchemist level 20
6th Shortage 122nd year of Ascendancy at 06:35 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Grimor the Dwarf Alchemist level 30
20th Stralite 123rd year of Ascendancy at 00:03 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Grimor the Dwarf Alchemist level 40
33rd Dearth 123rd year of Ascendancy at 06:07 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grimor the Dwarf Alchemist level 42
4th Shortage 123rd year of Ascendancy at 19:42 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Grimor the Dwarf Alchemist level 11
7th Wealth 122nd year of Ascendancy at 22:33 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grimor the Dwarf Alchemist level 28
3rd Gold 123rd year of Ascendancy at 16:17 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Grimor the Dwarf Alchemist level 41
26th Loss 123rd year of Ascendancy at 15:53 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Grimor the Dwarf Alchemist level 17
1st Shortage 122nd year of Ascendancy at 00:33 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Grimor the Dwarf Alchemist level 31
14th Voratun 123rd year of Ascendancy at 13:30 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Grimor the Dwarf Alchemist level 5
19th Voratun 122nd year of Ascendancy at 13:53 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Grimor the Dwarf Alchemist level 8
1st Profit 122nd year of Ascendancy at 18:29 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Grimor the Dwarf Alchemist level 45
35th Steel 124th year of Ascendancy at 02:36 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Grimor the Dwarf Alchemist level 45
36th Steel 124th year of Ascendancy at 10:01 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Grimor the Dwarf Alchemist level 8
3rd Profit 122nd year of Ascendancy at 00:04 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Grimor the Dwarf Alchemist level 34
20th Profit 123rd year of Ascendancy at 18:40 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers compound.By Grimor the Dwarf Alchemist level 29
17th Gold 123rd year of Ascendancy at 12:41 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Grimor the Dwarf Alchemist level 22
26th Steel 123rd year of Ascendancy at 23:53 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Grimor the Dwarf Alchemist level 20
24th Iron 123rd year of Ascendancy at 10:52 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Grimor the Dwarf Alchemist level 24
32nd Steel 123rd year of Ascendancy at 06:26 see stats
Log
Today is the 7th Gold of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 8th Gold of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 9th Gold of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving game...
Bought: eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) for 535.50 gold.
Grimor wears(replacing): eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour).
Grimor activates Body of Fire.
Grimor turns into pure flame!
Hotkey page 2 is now displayed.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot in sight of the Gates of Morning, with no trace of the portal...
Saving game...
There is a Gates of Morning (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Hotkey page 1 is now displayed.
Hotkey page 5 is now displayed.
Hotkey page 1 is now displayed.
The raging fire around Grimor calms down and disappears.
