Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 11 / 4% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 46 (base 32) |
Dexterity | 17 (base 10) |
Constitution | 10 (base 10) |
Magic | 35 (base 30) |
Willpower | 12 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | 467/467 |
Positive | 30/30 |
Stamina | 147/147 |
Healing Factor | 1.1000003099961 |
Regeneration | 6.8750019374759 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 32 |
Accuracy | 22 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Physical | +6% |
Mind | +3% |
Arcane | +3% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 22.551211628464 (73.607947236566%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 28 |
Physical Save | 22 |
Spell Save | 16 |
Mental Save | 28 |
Defense: Resistances
Acid | + 15%( 70%) |
Light | + 30%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
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 |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
Equipment
On feet | Duruhell (5 def, 1 armour) Duruhell (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 39% Disease immunity: +10% Life regen: +4.00 Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap 'Elenedesin' (0 def, 1 armour) rough leather cap 'Elenedesin' (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: +2 Str / +3 Mag / +1 Wil Spellpower: +15 (+6 eff.) Damage Shield penetration: +10% A cap made of leather. |
Tool | Emelyriwe [power 110] (15 cooldown) Emelyriwe [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +9% acid Mental save: +3 (+1 eff.) It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On hands | psychic's iron gauntlets of magic (+2) (0 def, 1 armour) psychic's iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 mind Changes stats: +2 Mag Changes resistances: +5% mind Changes damage: +3% mind / +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Freezemight the rough leather belt Freezemight the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +6% acid Changes damage: +3% cold Physical save: +5 (+2 eff.) Pinning immunity: +10% Only die when reaching: -20.00 life Maximum life: +80.00 Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
In main hand | iron longsword of massacre (18-24 power, 2 apr) iron longsword of massacre (18-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Main armor | Aridhessra the Snowwolf (0 def, 9 armour) Aridhessra the Snowwolf (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +1 Str Changes resistances penetration: +10% cold Changes damage: +6% physical Critical mult.: +10.00% Only die when reaching: -20.00 life Maximum life: +22.00 A suit of armour made of metal plates. |
In off hand | iron shield (0 def, 2 armour, 8-9 power, 19 block) iron shield (0 def, 2 armour, 8-9 power, 19 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | restful copper amulet of cunning (+2) restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +2.00 Amulets make your neck look great! |
Inventory
shielding rune of the sneak (absorb 262; dur 5; cd 17) shielding rune of the sneak (absorb 262; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 262 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
balanced iron mace (12-17 power, 2 apr) balanced iron mace (12-17 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+6 eff.) Disarm immunity: +22% Blunt and deadly. |
iron mace (12-16 power, 2 apr) iron mace (12-16 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Eilinerabeth the rough leather belt Eilinerabeth the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Damage when hit (Melee): 6 arcane Reduces incoming crit damage: 5.00% Spell save: +5 (+4 eff.) Maximum life: +40.00 Size category: +1 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
corrosive rough leather gloves of strength (+2) (0 def, 1 armour) corrosive rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +2 Str Changes resistances: +5% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str Changes resistances: +8% temporal Changes damage: +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Windblood (0 def, 3 armour) Windblood (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +1 Dex / +3 Wil / +3 Cun Changes resistances: +1% physical Changes resistances penetration: +5% nature Maximum stamina: +30.00 Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Relgoruikhad' (0 def, 3 armour) iron helm 'Relgoruikhad' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% darkness / +3% temporal Changes damage: +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour 'Kindlespike' (2 def, 4 armour) iron mail armour 'Kindlespike' (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% physical Changes resistances penetration: +10% acid Physical save: +10 (+5 eff.) Light radius: +3 A suit of armour made of mail. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Activation costs 202 power out of 353/400. 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) Activation costs 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. |
2 zircon 2 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
By spooky the Skeleton Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 15:59 see stats
By spooky the Skeleton Sun Paladin level 5
6th Mirth 122nd year of Ascendancy at 18:08 see stats
By spooky the Skeleton Sun Paladin level 11
4th Flare 122nd year of Ascendancy at 07:51 see stats
Log
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Ran for 2 turns (stop reason: interesting character).
Accepted quest 'An apprentice task'! (Press 'j' to see the quest log)
Quest 'An apprentice task' completed! (Press 'j' to see the quest log)
You have no more Stormlash (17-19 power, 7 apr)
Personal New Achievement: The secret city (Insane (Roguelike) difficulty)!
Quest 'An apprentice task' is done! (Press 'j' to see the quest log)
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Tempest activates Tempest.
Saving done.
Tempest activates Hurricane.
Ran for 2 turns (stop reason: interesting character).
Bought: shielding rune of the sneak (absorb 262; dur 5; cd 17) for 64.46 gold.
Lore found: Withering Orbs
You can read all your collected lore in the game menu, by pressing Escape.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
There is a portal back here (press '' or right click to use).