Joan is an aspiring adventurer ready to take on the monsters of Talmuth.
She may not have the fanciest gear, but is ready for the journey ahead. Grants the Cleanse ability, allowing harmful effects to be removed during an adventure.
Cleanse has a 30 second cooldown and consumes 500 energy.
Your companion also helps break objects.Pets are your best friends!
They will follow you wherever you go and never grow tired. +10% chance to cause PoisonWith the fall of Gahrswurd the Grim, Harpot saw an opportunity to seize the throne.
Conspiring with Welmoth, chief of the guard, Harpot assured they could gain victory over the Gahrswurd loyal, elite guard, The Paragon.
Harpot told Welmoth to bring a large cache of the finest weapons in the city armoury.
Welmoth had his men bring the Xilborne axes, the finest weapons in the city, to Harpot's apothecary quarter.
Harpot had extracted a very potent venom from the glands of 'Tree Runners' a small bear that would leap from the branches of trees and use their venom to subdue their prey.
Harpot then transformed the green venom into a mystical fume which he bound to the Xilborne axes.
Welmoth used these devastating axes, poisoning enemies upon contact, to overwhelm The Paragon, allowing Harpot the apothecary to ascend to the seat of power! Leeches up to +25 health from nearby monsters up to 2500 health (The effect is stronger the closer you are to the target)Bloodstone is made by combining Ashenite with other materials and is quite effective at attracting pests and other unsavoury creatures by the odour that is given off by the Bloodstone's energized fumes.
The combined ingredients have a toxic reaction which can do neurological damage when inhaled.
Bloodstones are employed as a costly but vastly effective way of clearing vermin from an area.
The strength of this particular stone is quite feeble.Creates a circle of light that heals +300 health and +400 energy every second for 6 secondsAs the seemingly endless horde of undead brutes approached the valley of gods, the only thing standing between them, and the fall of Rotothia, were the mighty warriors that guarded the kingdom's very gates.
Entering the narrow passageway, the battle commenced. Wave after wave, the wretched souls fell, but under the command of Lord Tyrol, they would keep coming. Summoned with the sole purpose of conquering this northern land, the army of ruthless revenants would not stop until Tyrol achieved his goal.
Losing hope, and drained to exhaustion, the warriors of Rotothia could not hold on for much longer, but they would die fighting. As the battle appeared lost, darkness fell, the lit moon engulfing the night sky like a torch to a cave. Suddenly, the silvery rings that sleeved their very fingers, began to glow. What was once thought to be but a commemorative symbol of pride, would soon lead them to ultimate salvation.
In unison, the rings unleashed an enchanting force, invigorating the warriors like the dawn of a new day. With their newfound source of life, they began to push forward, hacking and slashing away at the undead, crumbling them to dust, and forcing Lord Tyrol to retreat.
Guess he didn't really enjoy the taste of a little moonlit valor!2 uses per AdventureRecover 250 health and 150 energyExtremely tasty, while providing a mouthwatering rush of spooky goodness, these supremely sour treats aren't quite meant for your average candy lover.
Similar to chomping down on a freshly picked lemon, these tiny balls of confection will leave your face performing all sorts of acrobatic acts, while attempting to normalize itself from the ghoulishly potent effects they bring fourth.
One can only imagine how their name came to be...8 uses per Adventure+350 health and +450 energy over 5 secondsForged in the twilight of an age long forgotten, the Lifeblood Charm is said to be a relic of the Elders of the First Dawn, a secretive order that once guarded the sacred flow of life itself.
It is whispered that their rituals allowed them to weave vitality into form, capturing the essence of renewal within enchanted gemstones.2 uses per AdventureSummons 4 Level 41 Slithers. 15 second duration. 60 second cooldown.Thousands of years ago, the isle of Bhrim was ruled by the evil empress, Serpentina. Equipped with some of the most powerful weapons in existence, Serpentina would mercilessly destroy anything that got in her way.
Serpentina wasn't always evil, in fact, she was beloved by her kingdom at one point. After the slaying of her father, King McKlaire, Princess Olivia was kidnapped by the Order of Shadows, and held captive. After several weeks missing, and much to the surprise of the islanders of Bhrim, Princess Olivia returned home.
Immediately upon arrival, Princess Olivia took to her rightful throne, and began her reign of terror. For the next decade, Olivia would rule with an iron fist, eliminating anyone who dared oppose her. One of her favored possessions, was a ring that never left her hand. This ring possessed the power to summon serpents from beneath the suface, and attack her enemies at will. Because of this ability, the population of Bhrim dubbed her with the name, Serpentina.+1000 health over 10 seconds, invisibility during this time. Effect is lost if you deal damage.The kingdom of Anaria has been a well kept secret for centuries, and the Anarians would like to keep it that way. Located on the outskirts of the known world, and nestled deep within the jungles of the land it lay, Anaria is a remarkable, and never-ending realm of discovery.
Learning of this land through an ancient text, Talmuthian adventurer Marlon Rauk, set out on a mission to track down it's whereabouts, and prove it's very existence. This task wouldn't be easy however. If the ancient texts were true, no outsider was ever able to make their way through the bush, and to the kingdom, while living to tell the tale.
Marlon loved a good challenge, and despite the dangers depicted in the text, he proceeded with his expedition. After determining that the kingdom must be located on an island in the eastern hemisphere, Marlon purchased a vessel, and sailed for several days, before finally arriving at the shores of his destination.
Without hesitation, Marlon began to make his way through the jungle. Being the skilled adventurer that he was, Marlon knew what to look out for in order to survive, and having read those ancient texts, was well prepared for the journey ahead. After successfully evading dozens of man-made traps, and slaying countless creatures that he had never encountered before, Marlon could see the kingdom through the remainder of the trees, and continued to make his way out of the bush.
Upon stepping foot in the kingdom, and distracted by the amazing view that lay in front of him, Marlon made one mistake; always check for traps. Before he could even look down at his feet, Marlon was whisked into the air, where he was left hanging, and trapped inside of a sturdy net. After several minutes, the Anarians arrived to check on their trap, in order to see what they had caught. Much to their surprise, it wasn't their usual wild grunt.
After having a discussion on whether to kill the intruder, or let him live, the Anarians ultimately decided that they would spare Marlon's life, but under one condition. He must never tell a soul about the location of the island, or what he had seen. Feeling that they could trust Marlon, the Anarians decided that they would give him a tour of their land. Over the course of the next few days, Marlon would explore some of the greatest natural wonders he had ever seen.
Having felt like he had fulfilled his mission, it was time for Marlon to leave, but not without a parting gift. The Anarians were still amazed by the fact that Marlon had managed to locate the kingdom and survive, that they wanted to show their respects by letting him leave with a little souvenir. After bottling up as many vials of their mystic spring water as Marlon's vessel could possibly hold, Marlon graciously departed the ancient land, and headed straight back to towards his home of Talmuth, with a great sense of accomplishment, and ultimate serenity.3 uses per Adventure