









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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:
Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/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:
Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 43 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 27 on the 58th Pyre 123rd year of Ascendancy at 15:31 / 2Killed by luminous horror at level 43 on the 17th Pyre 124th year of Ascendancy at 09:18 |
Primary Stats
| Strength | 99 (base 60) |
| Dexterity | 122 (base 63) |
| Constitution | 27 (base 13) |
| Magic | 50 (base 41) |
| Willpower | 27 (base 13) |
| Cunning | 40 (base 23) |
Resources
| Life | -97/1436 |
| Positive | 155/156 |
| Stamina | 0/166 |
| Healing Factor | 1.7094416243655 |
| Regeneration | 10.854954314721 |
Speed
| Mental | +46.322580645161% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 45.359939435378 |
Offense: Mainhand
| Damage | 270 |
| Accuracy | 74 |
| Crit Chance | 36% |
| APR | 130 |
| Speed | 0.55 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +66% |
| Acid | +22% |
| Light | +8% |
| Temporal | +48% |
| Cold | +31% |
| Arcane | +8% |
| Mind | +8% |
| All | +2% |
Offense: Damage Penetration
| Temporal | +23% |
| Physical | +61% |
| Arcane | -13% |
| Mind | -15% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 43 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 28 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 10%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 17%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 38% |
| Bleed Resistance | 100% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| 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 512 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 480 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 110.77 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 210.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 64 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Celestial / Light | 0.80 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Venomous Ammunition |
| talent | Chant of Fortitude |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | Increases attack speed by 16%. Bullseye |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Increases attack speed by 30%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
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 Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)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 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | 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 Shardskin. * 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 |
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 |
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 training room. * You have unlocked the hall of reflections. * 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: 1085. | 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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 15 power out of 20/20) : Effective talent level: 3.6 Power cost: 15 out of 20/20. Range: 6 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. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | dwarven lantern 'Brighthunt'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Fatigue: -4% Changes stats: +4 Dex / +6 Wil / +3 Cun / +5 Con Changes resistances: +6% light Changes damage: +6% light Critical mult.: +18.00% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Ivorivea' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% lightning / +14% temporal Changes damage: +12% physical Critical mult.: +18.00% Physical save: +9 (+3 eff.) Life regen: +0.80 Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
| Tool | 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 (+3 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 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 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 10 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 50% 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. |
| On fingers | Goretyphoon the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 35% Changes resistances: +40% acid / +3% nature Changes resistances penetration: +5% mind Changes damage: +20% acid Maximum encumbrance: +38 Mental save: +20 (+6 eff.) Life regen: +3.30 Hate when firing a critical mind attack: +2.00 Maximum life: +181.00 Maximum psi: +40.00 Healing mod.: +58% Rings can have magical properties. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +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. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 4.8 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Elonne the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 cold When wielded/worn: Changes stats: +3 Str / +10 Dex Changes resistances: +3% mind Changes resistances penetration: +23% temporal / +61% physical Changes damage: +29% cold / +26% temporal / +6% mind / +32% physical Talent cooldown: Arrow Stitching (-1 turn) Maximum encumbrance: +40 Damage Shield penetration: +90% Longbows are used to shoot arrows at your foes. |
| On hands | Bokuvor (0 def, 7 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +7 Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes stats: +4 Cun / +4 Con Changes resistances: +3% lightning / +3% temporal / +11% darkness Physical save: +21 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +17 (+5 eff.) Disarm immunity: +38% Stun/Freeze immunity: +10% Maximum life: +64.00 Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 15/15. 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 36 power out of 50/50) : Effective talent level: 1.0 Power cost: 36 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | marshal's cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con Changes resistances penetration: +7% arcane Changes damage: +6% arcane Critical mult.: +16.00% Physical save: +8 (+3 eff.) Maximum life: +49.00 Maximum mana: +41.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Polynn the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Changes stats: +10 Str / +6 Dex Changes resistances: +6% acid Critical mult.: +13.00% Light radius: +3 See invisible: +15 Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] 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. |
vitalizing gold amulet of perfection (0.14 Technique / Archery training,0.14 Technique / Agility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.14 Technique / Archery training +0.14 Technique / Agility Physical save: +7 (+3 eff.) Life regen: +0.70 Maximum life: +44.00 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
EmyttaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +32% cold Changes resistances penetration: +15% physical Changes damage: +6% blight / +16% cold Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +26% Vim when firing critical spell: +2.00 Maximum life: +30.00 Spellpower: +2 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
marksman's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 28 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 33 light Changes stats: +4 Dex Rings can have magical properties. |
stralite ring 'Noonkiller'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +9 Con Changes resistances: +9% light / +9% acid Changes resistances penetration: +25% acid Changes damage: +6% light / +6% acid Physical save: +18 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of projection (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balancing drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Cun / +5 Dex Mental crit. chance: +12% A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Baluleg (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +15 Str / +3 Mag / +17 Con Changes damage: +14% physical Stamina each turn: +0.70 Maximum life: +38.00 Movement speed: +10% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethowen (0 def, 8 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 8 arcane Changes stats: +8 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane / +7% light / +6% darkness Changes damage: +5% arcane Infravision radius: +2 It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Isybressra (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +2 Changes stats: +4 Str / +3 Dex / +5 Con Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 44 power out of 60/60) : Effective talent level: 1.0 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 2.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
This item will automatically be transmogrified when you leave the level.augmenting elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +5% lightning / +5% temporal / +6% light / +5% fire / +6% nature / +8% acid / +6% blight / +5% cold / +5% darkness Changes damage: +9% acid / +5% cold / +4% fire / +10% arcane / +15% lightning A pointy cloth hat, very wizardly... |
Noonblight (4 def, 10 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Armour: +10 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +4 Str / +3 Dex / +4 Con Changes resistances: +3% light / +42% fire Physical save: +20 (+7 eff.) Maximum life: +46.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +10% nature / +14% blight Reduced damage from: +15% Unnatural A suit of armour made of mail. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 50% Str, 50% Mag, 60% Dex Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 22 power out of 30/30) : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 322.70 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Rod of Recall (2/2)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 146 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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Medievil the Skeleton Archer level 27
46th Pyre 123rd year of Ascendancy at 10:27 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Medievil the Skeleton Archer level 14
47th Dusk 122nd year of Ascendancy at 20:36 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Medievil the Skeleton Archer level 27
44th Pyre 123rd year of Ascendancy at 03:40 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Medievil the Skeleton Archer level 34
31st Haze 123rd year of Ascendancy at 07:54 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Medievil the Skeleton Archer level 35
53rd Haze 123rd year of Ascendancy at 08:25 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Medievil the Skeleton Archer level 39
2nd Regrowth 124th year of Ascendancy at 15:16 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Medievil the Skeleton Archer level 33
26th Haze 123rd year of Ascendancy at 17:50 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Medievil the Skeleton Archer level 21
68th Haze 122nd year of Ascendancy at 12:57 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Medievil the Skeleton Archer level 41
9th Pyre 124th year of Ascendancy at 04:12 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Medievil the Skeleton Archer level 27
48th Pyre 123rd year of Ascendancy at 14:49 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Medievil the Skeleton Archer level 34
47th Haze 123rd year of Ascendancy at 17:25 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Medievil the Skeleton Archer level 30
8th Dusk 123rd year of Ascendancy at 21:00 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Medievil the Skeleton Archer level 29
1st Mirth 123rd year of Ascendancy at 19:00 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Medievil the Skeleton Archer level 34
31st Haze 123rd year of Ascendancy at 06:44 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Medievil the Skeleton Archer level 15
52nd Dusk 122nd year of Ascendancy at 07:59 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Medievil the Skeleton Archer level 29
1st Flare 123rd year of Ascendancy at 05:45 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Medievil the Skeleton Archer level 31
45th Dusk 123rd year of Ascendancy at 18:41 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Medievil the Skeleton Archer level 34
48th Haze 123rd year of Ascendancy at 07:51 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Medievil the Skeleton Archer level 38
3rd Decay 123rd year of Ascendancy at 13:45 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Medievil the Skeleton Archer level 25
39th Pyre 123rd year of Ascendancy at 17:11 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Medievil the Skeleton Archer level 14
47th Dusk 122nd year of Ascendancy at 19:39 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Medievil the Skeleton Archer level 37
53rd Haze 123rd year of Ascendancy at 18:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Medievil the Skeleton Archer level 10
6th Flare 122nd year of Ascendancy at 06:45 see stats
Level 20 (Roguelike)
Got a character to level 20.By Medievil the Skeleton Archer level 20
56th Haze 122nd year of Ascendancy at 07:35 see stats
Level 30 (Roguelike)
Got a character to level 30.By Medievil the Skeleton Archer level 30
4th Dusk 123rd year of Ascendancy at 15:29 see stats
Level 40 (Roguelike)
Got a character to level 40.By Medievil the Skeleton Archer level 40
19th Regrowth 124th year of Ascendancy at 09:34 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Medievil the Skeleton Archer level 41
66th Regrowth 124th year of Ascendancy at 05:04 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Medievil the Skeleton Archer level 16
69th Dusk 122nd year of Ascendancy at 17:07 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Medievil the Skeleton Archer level 19
54th Haze 122nd year of Ascendancy at 21:44 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Medievil the Skeleton Archer level 30
8th Dusk 123rd year of Ascendancy at 21:00 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Medievil the Skeleton Archer level 21
67th Haze 122nd year of Ascendancy at 20:06 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Medievil the Skeleton Archer level 32
22nd Haze 123rd year of Ascendancy at 20:47 see stats
Slimefest (Roguelike)
Have 100 walls on the sludgenest turn into hostile creatures.By Medievil the Skeleton Archer level 41
67th Regrowth 124th year of Ascendancy at 11:05 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Medievil the Skeleton Archer level 14
47th Dusk 122nd year of Ascendancy at 20:36 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Medievil the Skeleton Archer level 10
8th Flare 122nd year of Ascendancy at 17:52 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Medievil the Skeleton Archer level 14
47th Dusk 122nd year of Ascendancy at 20:36 see stats
The Old Ones (Roguelike)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Medievil the Skeleton Archer level 34
41st Haze 123rd year of Ascendancy at 22:26 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Medievil the Skeleton Archer level 20
61st Haze 122nd year of Ascendancy at 14:45 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Medievil the Skeleton Archer level 37
71st Haze 123rd year of Ascendancy at 09:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Medievil the Skeleton Archer level 8
2nd Summertide 122nd year of Ascendancy at 00:00 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Medievil the Skeleton Archer level 38
8th Decay 123rd year of Ascendancy at 23:47 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Medievil the Skeleton Archer level 23
52nd Regrowth 123rd year of Ascendancy at 19:43 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Medievil the Skeleton Archer level 14
51st Dusk 122nd year of Ascendancy at 19:18 see stats
Unstoppable (Roguelike)
Returned from the dead.By Medievil the Skeleton Archer level 27
58th Pyre 123rd year of Ascendancy at 15:32 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Medievil the Skeleton Archer level 25
42nd Pyre 123rd year of Ascendancy at 03:34 see stats
Log
The shield around Medievil crumbles.
Something reflects damage back to Medievil!
Luminous horror reflects damage back to Medievil!
Luminous horror reflects damage back to Medievil!
Something reflects damage back to Medievil!
Luminous horror reflects damage back to Medievil!
Something reflects damage back to Medievil!
Something hits Medievil for (173 absorbed), 0 physical (0 total damage).
Luminous horror hits Medievil for (173 absorbed), 0 physical (0 total damage).
Luminous horror hits Medievil for (83 reacted , -5 stam), (239 absorbed), 0 physical (0 total damage).
Something hits Medievil for 173 physical damage.
Medievil's Shoot hits Something for (35 absorbed), 314 physical (314 total damage).
Medievil's Shoot hits Luminous horror for (35 absorbed), 314 physical (314 total damage).
Medievil's Shoot hits Luminous horror for (139 absorbed), 1255 physical (1255 total damage).
Medievil's Shoot hits Something for (35 absorbed), 314 physical (314 total damage).
Medievil's Shoot hits Luminous horror for (35 absorbed), 314 physical (314 total damage).
Medievil's Shoot hits Something for 349 physical damage.
Luminous horror hits Medievil for (173 absorbed), 0 physical (0 total damage).
Something hits Medievil for (106 absorbed), 87 physical (87 total damage).
Medievil slows down.
You collect a new ingredient: pouch of luminous horror dust (1).
Medievil's Volley performs a ranged critical strike against Luminous horror!
You collect a new ingredient: pouch of luminous horror dust (1).
Medievil reacts to an attack from Luminous horror, mitigating the blow!.
Medievil reacts to an attack from Luminous horror, mitigating the blow!.
Luminous horror is poisoned!
Medievil's Volley performs a ranged critical strike against Luminous horror!
You collect a new ingredient: pouch of luminous horror dust (1).
Medievil reacts to an attack from Luminous horror, mitigating the blow!.
Saving game...
































































































