Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Necromancer |
Level / Exp | 31 / 96% |
Size | medium |
Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 30 on the 37th Revenge 124th year of Ascendancy at 11:43 4 / 2Killed by High Sun Paladin Aeryn at level 30 on the 37th Revenge 124th year of Ascendancy at 15:23 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 65 (base 38) |
Magic | 54 (base 48) |
Willpower | 48 (base 33) |
Cunning | 41 (base 20) |
Resources
Life | 824/824 |
Mana | 359/359 |
Psi | 158/158 |
Souls | 8/12 |
Healing Factor | 1.36 |
Regeneration | 11.56 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Stealth | 11.458568608762 |
See Invisible | 26.631779616543 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 28 |
Accuracy | 14 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
All | +12% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 46 |
Mental Save | 38 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 70% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Poison Resistance | 50% |
Blind Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 53%. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Animus Hoarder |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Keen Senses |
talent | Chant of Fortress |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of hardened leather boots 'Singepall' (0 def, 3 armour) pair of hardened leather boots 'Singepall' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil Changes resistances: +6% lightning / +8% temporal / +9% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Moss Tread Stealth bonus: +6 A pair of boots made of leather. |
Light source | preserving brass lantern preserving brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +5% blight Life regen: +1.10 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | stabilizing rough leather hat of constitution (+6) (0 def, 1 armour) stabilizing rough leather hat of constitution (+6) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Cun / +3 Con Physical save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Silence immunity: +0% A hat made of leather. Very stylish. |
Tool | Rhivor the voratun torque of thermal psionic shield [power 113] (20 cooldown) Rhivor the voratun torque of thermal psionic shield [power 113] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Con Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% 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 radius 1 tidal wave that expands slowly over 7 turns, dealing 18.27 cold and 17.26 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | balancing rough leather belt of burglary balancing rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Dex / +7 Cun / +5 Lck Trap disarming bonus: +6 Stealth bonus: +5 Stamina each turn: +0.30 Mana each turn: +0.30 Psi each turn: +0.30 Mental crit. chance: +6% Infravision radius: +4 A belt that goes around your waist. |
In main hand | lifebinding yew vilestaff (20-24 power, 4 apr, darkness element) lifebinding yew vilestaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Healing mod.: +16% Staves designed for wielders of magic, by the greats of the art. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Talent granted: +2 Iron Grip Disarm immunity: +70% Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 105.39 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +0% Damage when hit (Melee): 15 arcane / 0 physical Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +15% fire / +15% cold / +0% nature / +15% light Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +2 Mag / +5 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.60 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
restful steel amulet of manastreaming restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.40 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets can have magical properties. |
Sewerwhisper (0 def, 2 armour) Sewerwhisper (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Changes resistances: +7% acid Changes damage: +6% acid / +3% nature Disarm immunity: +0% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour) Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Disarm immunity: +0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-6 eff.) Defense: -10 (-8 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
aquamarine 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. |
opal 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 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
well-made waterproof coating well-made waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful healing salve [power 252] powerful healing salve [power 252]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 125% efficiency and 53% cooldown modifier. It can be used to heal 252, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns) woodsman's dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Gilugen the Kruk Yeti Necromancer level 3
12nd Retaking 124th year of Ascendancy at 03:15 see stats
By Gilugen the Kruk Yeti Necromancer level 10
25th Retaking 124th year of Ascendancy at 13:12 see stats
By Gilugen the Kruk Yeti Necromancer level 23
13rd Revenge 124th year of Ascendancy at 21:09 see stats
By Gilugen the Kruk Yeti Necromancer level 24
16th Revenge 124th year of Ascendancy at 14:51 see stats
By Gilugen the Kruk Yeti Necromancer level 10
22nd Retaking 124th year of Ascendancy at 08:35 see stats
By Gilugen the Kruk Yeti Necromancer level 20
45th Retaking 124th year of Ascendancy at 01:49 see stats
By Gilugen the Kruk Yeti Necromancer level 30
33rd Revenge 124th year of Ascendancy at 11:16 see stats
By Gilugen the Kruk Yeti Necromancer level 30
34th Revenge 124th year of Ascendancy at 13:14 see stats
By Gilugen the Kruk Yeti Necromancer level 13
37th Retaking 124th year of Ascendancy at 12:11 see stats
Log
You gain 2.18 gold from the melting of dwarven-steel mace of dampening (25.5-35.7 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.75 gold from the melting of dwarven-steel mace (27-37.8 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.73 gold from the melting of chilling dwarven-steel longsword of projection (22-30.8 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 9.71 gold from the melting of Sepsiswolf the dwarven-steel longsword (22.5-31.5 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 11.10 gold from the melting of Malemachak the dwarven-steel greatmaul (41-61.5 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.25 gold from the melting of dwarven-steel battleaxe of evisceration (33.5-50.25 power, 2 apr).
You gain 9.35 gold from the melting of Nightsaw (20-24 power, 4 apr, darkness element).
You gain 15.00 gold from the melting of Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element).
You gain 2.04 gold from the melting of mule's gold ring of aether (+12%).
You gain 1.74 gold from the melting of vision rune (radius 12; dur 16; see humanoid).
You gain 1.47 gold from the melting of shielding rune (absorb 159 for 4 turns).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.50 gold from the melting of wild infusion of the titan (resist 22%; cure magical).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 0.66 gold from the melting of healing infusion (heal 54).
There is a Entrance to a ruined dungeon 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 game...
Saving done.
Gilugen deactivates Will o' the Wisp.
Gilugen deactivates Animus Hoarder.
Gilugen deactivates Blurred Mortality.
Gilugen deactivates Necrotic Aura.
Gilugen deactivates Keen Senses.
Gilugen deactivates Chant of Fortress.