









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 21 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrath the hornet swarm at level 16 on the 30th Dusk 122nd year of Ascendancy at 16:04 / 2Killed by Belerin the ghoulking at level 21 on the 36th Haze 122nd year of Ascendancy at 23:47 |
Primary Stats
| Strength | 86 (base 43) |
| Dexterity | 94 (base 50) |
| Constitution | 33 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 26 (base 12) |
Resources
| Life | -153/563 |
| Stamina | 117/156 |
| Healing Factor | 1.3199507389163 |
| Regeneration | 1.1219581280788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 11 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 61 |
| Crit Chance | 8% |
| APR | 26 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Physical | +6% |
| Temporal | +3% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 31 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 11 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Nature | + 9%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 22% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 35% |
| Bleed Resistance | 100% |
| Disarm Resistance | 23% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Effects
| talent | Venomous Ammunition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by fire drake hatchling. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | 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 |
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 Horned Horror. * 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 |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 85. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Siluwen' (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Silence immunity: +35% Confusion immunity: +22% Stun/Freeze immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +14 (+7 eff.) A pair of boots made of leather. This object's appearance was changed to The Black Boots. |
| Quiver | barbed quiver of yew arrows of daylight (19/19, 30-42 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Damage (Ranged): +9 light / +8 bleed Damage against: +12% Undead Arrows are used with bows to pierce your foes to death. |
| Light source | SamelachInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Changes resistances penetration: +15% physical Changes damage: +6% physical Critical mult.: +6.00% Mental save: +8 (+4 eff.) Life regen: +0.60 Light radius: +3 See stealth: +11 See invisible: +8 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Maneregolar (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +9 Fatigue: +3% Changes stats: +7 Str / +4 Mag / +2 Cun / +4 Con A cap made of leather. |
| Tool | Zubinor (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +5 Str / +3 Wil / +7 Con Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | HathochikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +2 Mag Changes resistances: +6% lightning / +9% nature / +5% arcane Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +24% Only die when reaching: -40.00 life Maximum life: +28.00 Rings can have magical properties. |
| Around waist | GalewardInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +6% mind / +12% lightning Changes damage: +9% lightning Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | ranger's ash longbow of recursionRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +2 Dex Longbows are used to shoot arrows at your foes. |
| On hands | temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +2 Dex Changes resistances: +5% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Sludgegrip. |
| Main armor | woollen robe 'Geturomibers' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Cun / +7 Dex Changes resistances: +6% blight Critical mult.: +12.00% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Isletira' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Fatigue: -4% Changes stats: +2 Str / +1 Dex / +4 Mag / +2 Cun / +6 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
murderer's linen cloak of the hunter (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Fatigue: -5% Changes stats: +2 Cun / +1 Dex Maximum life: +45.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Voresekira the Skeleton Archer level 17
34th Dusk 122nd year of Ascendancy at 04:41 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Voresekira the Skeleton Archer level 20
31st Haze 122nd year of Ascendancy at 16:19 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Voresekira the Skeleton Archer level 18
20th Haze 122nd year of Ascendancy at 11:23 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Voresekira the Skeleton Archer level 16
29th Dusk 122nd year of Ascendancy at 20:54 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Voresekira the Skeleton Archer level 17
34th Dusk 122nd year of Ascendancy at 00:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Voresekira the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 06:06 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Voresekira the Skeleton Archer level 20
23rd Haze 122nd year of Ascendancy at 07:18 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Voresekira the Skeleton Archer level 11
5th Dusk 122nd year of Ascendancy at 03:07 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Voresekira the Skeleton Archer level 12
7th Dusk 122nd year of Ascendancy at 22:03 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Voresekira the Skeleton Archer level 17
34th Dusk 122nd year of Ascendancy at 04:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Voresekira the Skeleton Archer level 14
14th Dusk 122nd year of Ascendancy at 11:12 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Voresekira the Skeleton Archer level 16
30th Dusk 122nd year of Ascendancy at 16:04 see stats
Log
Cyraldarath the dread hits Voresekira for (59 absorbed), 0 physical, (16 absorbed), 0 light, (71 absorbed), 0 physical, (16 absorbed), 0 light (0 total damage).
Voresekira hits Cyraldarath the dread for (9 turned into osmosis), 9 lightning, (9 turned into osmosis), 9 lightning (17 total damage).
Cyraldarath the dread's fire area effect hits Banshee for 26 fire damage.
Cyraldarath the dread's fire area effect hits Fire drake hatchling for 0 fire damage.
Venom drake hatchling hits Voresekira for (42 absorbed), 0 physical (0 total damage).
Voresekira hits Venom drake hatchling for 4 lightning damage.
Gloriyatha the banshee uses Silence.
Voresekira resists the silence!
Belerin the ghoulking uses Ghoulish Leap.
Belerin the ghoulking speeds up.
Belerin the ghoulking uses Shield Pummel.
Belerin the ghoulking performs a melee critical strike against Voresekira!
Your shield crumbles under the damage!
The shield around Voresekira crumbles.
Voresekira resists the shield bash!
Belerin the ghoulking hits Voresekira for (84 absorbed), 0 physical, (20 absorbed), 0 light, (15 absorbed), 0 acid, (142 absorbed), 0 physical, (20 absorbed), 0 light, (15 absorbed), 0 acid (0 total damage).
Greater Weapon Focus from Belerin the ghoulking hits Voresekira for (12 absorbed), 137 physical, 20 light, 15 acid (172 total damage).
Voresekira hits Belerin the ghoulking for 3 lightning, 3 lightning, 3 lightning (9 total damage).
Fire drake hatchling hits Voresekira for 40 physical damage.
Something receives 7 healing.
Venom drake hatchling hits Voresekira for 38 physical damage.
Voresekira hits Fire drake hatchling for 4 lightning damage.
Voresekira hits Venom drake hatchling for 4 lightning damage.
Voresekira hits Fire drake hatchling for 4 lightning damage.
Fire drake hatchling hits Voresekira for 37 physical damage.
Gloriyatha the banshee shrieks.
Belerin the ghoulking uses Stun.
Greater Weapon Focus from Belerin the ghoulking performs a melee critical strike against Voresekira!
Saving game...








































































