











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 20 / 23% | 
| Size | medium | 
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 18th Shortage 122nd year of Ascendancy at 02:14/ 1 | 
Primary Stats
| Strength | 26 (base 15) | 
| Dexterity | 11 (base 10) | 
| Constitution | 17 (base 10) | 
| Magic | 39 (base 41) | 
| Willpower | 49 (base 46) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -2/682 | 
| Mana | 359/359 | 
| Equilibrium | 45 | 
| Positive | 0/107 | 
| Healing Factor | 1.2561497326203 | 
| Regeneration | 3.7056417112299 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +76.923076923077% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 57 | 
| Accuracy | 49 | 
| Crit Chance | 6% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 30 | 
| Accuracy | 49 | 
| Crit Chance | 5% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 29 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +10% | 
| Light | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 44.551211628464 (74.117647058824%) | 
| Defense | 29 | 
| Ranged Defense | 38 | 
| Fatigue | 45 | 
| Physical Save | 41 | 
| Spell Save | 37 | 
| Mental Save | 29 | 
Defense: Resistances
| Acid | + 9%( 70%) | 
| Blight | + 12%( 70%) | 
| Cold | + 27%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 20%( 70%) | 
| Light | + 30%( 70%) | 
| Temporal | + 6%( 70%) | 
| Lightning | + 32%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 52%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 21% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use 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 302 damage for 4 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. | 
Class Talents
| Spell / Eldritch shield | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Earth | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Eldritch stone | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Wild-gift / Earthen vines | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Stone | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Stone Vines | 
| talent | Eldritch Infusion | 
| talent | Shards | 
| detrimental effect | The target is in the center of a lightning hurricane, doing 31.45 to 94.34 lightning damage to itself and others around every turn.Hurricane | 
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance.Shocked | 
| detrimental effect | Reduces global action speed by 30%.Slow | 
| detrimental effect | The target is wasting away, taking 37.69 temporal damage per turn.Wasting | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 grave | active | 
| 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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom.Escort: lone alchemist (level 2 of Heart of the Gloom) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair.Escort: lost anorithil (level 2 of Norgos Lair) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair.Escort: lost anorithil (level 3 of Norgos Lair) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You failed to protect the lost anorithil from death by fiery orc wyrmic.Escort: lost anorithil (level 4 of Old Forest) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom.Escort: lost tinker (level 1 of Heart of the Gloom) | 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 Device Mastery (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 Fortress With 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 38. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 2 lumberjacks have died. | 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 |  insulating pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes resistances: +7% cold / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (106 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  stabilizing iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent 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 Str Physical save: +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. | 
| On fingers |  warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. | 
| Around neck |  Khelogund the stralite amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Con Changes resistances: +14% lightning Physical save: +29 (+10 eff.) Spell save: +16 (+6 eff.) Mental save: +11 (+6 eff.) Stun/Freeze immunity: +32% Life regen: +1.40 Maximum life: +56.00 Amulets can have magical properties. | 
| In main hand |  living dwarven-steel shield of lightning resistance (+12%) (8 def, 2 armour, 30-36 power, 73.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +74 Damage (Melee): +13 nature When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 10 nature Changes resistances: +12% blight / +12% nature / +18% lightning Talent granted: +3 Block Maximum life: +40.00 Handheld deflection devices. | 
| Around waist |  rough leather belt 'Emuthra' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +9% acid / +6% temporal Stealth bonus: +6 Stun/Freeze immunity: +10% A belt that goes around your waist. | 
| In off hand |  Wrathroot's Barkwood (9 def, 10 armour, 22-30.8 power, 60 block) Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.0 - 30.8 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. | 
| Cloak |  linen cloak of the hunter (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+5 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Maximum life: +40.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  iron plate armour of Eyal (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Life regen: +1.30 Maximum life: +42.00 Healing mod.: +10% A suit of armour made of metal plates. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. slime-covered steel greatsword of massacre (32-51.2 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% Massive two-handed swords. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  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 182 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 Chest Powered 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. | 
|  This item will automatically be transmogrified when you leave the level. hateful steel torque of clear mind [power 2] (9 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. | 
Achievements
 A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Docrys the Dwarf Stone Warden level 17
29th Dearth 122nd year of Ascendancy at 08:12 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Docrys the Dwarf Stone Warden level 7
31st Voratun 122nd year of Ascendancy at 06:22 see stats
 Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.By Docrys the Dwarf Stone Warden level 18
45th Dearth 122nd year of Ascendancy at 07:00 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Docrys the Dwarf Stone Warden level 16
25th Dearth 122nd year of Ascendancy at 03:27 see stats
 Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Docrys the Dwarf Stone Warden level 17
29th Dearth 122nd year of Ascendancy at 06:12 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Docrys the Dwarf Stone Warden level 10
7th Profit 122nd year of Ascendancy at 09:07 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Docrys the Dwarf Stone Warden level 20
2nd Loss 122nd year of Ascendancy at 22:29 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Docrys the Dwarf Stone Warden level 16
29th Wealth 122nd year of Ascendancy at 21:56 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Docrys the Dwarf Stone Warden level 19
45th Dearth 122nd year of Ascendancy at 13:57 see stats
 Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.By Docrys the Dwarf Stone Warden level 4
18th Voratun 122nd year of Ascendancy at 04:07 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Docrys the Dwarf Stone Warden level 12
19th Profit 122nd year of Ascendancy at 16:59 see stats
 The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.By Docrys the Dwarf Stone Warden level 17
29th Dearth 122nd year of Ascendancy at 08:12 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Docrys the Dwarf Stone Warden level 20
15th Loss 122nd year of Ascendancy at 18:26 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Docrys the Dwarf Stone Warden level 16
29th Wealth 122nd year of Ascendancy at 21:56 see stats
Log
The stone shield around Docrys explodes!
Docrys resists!
Urkis, the High Tempest's Shock hits Docrys for (25 to stone), 71 lightning (71 total damage).
Docrys hits Dredge for (152 to ice), 227 arcane (227 total damage).
Docrys hits Dredge captain for 379 arcane damage.
Docrys hits Something for 379 arcane damage.
Docrys hits Urkis, the High Tempest for 382 arcane damage.
Docrys hits Dredge for 379 arcane damage.
Dredge is free from the ice.
Dredge captain casts Speed Sap.
Dredge captain speeds up.
Dredge captain hits Docrys for 30 temporal damage.
Dredge captain is seized by a stone vine.
Wasting from Dredge hits Docrys for 43 temporal damage.
Dredge captain stops regenerating health quickly.
Docrys is caught inside a Hurricane.
Urkis, the High Tempest casts Lightning.
Thunderstorm hits Docrys for 47 lightning damage.
Urkis, the High Tempest hits Docrys for 204 lightning damage.
Stone Vine from Docrys hits Dredge captain for 19 physical, 10 arcane (29 total damage).
Stone Vine from Docrys hits Dredge for 14 physical, 10 arcane (24 total damage).
Docrys shrugs off the effect 'Dazed'!
Urkis, the High Tempest is seized by a stone vine.
Hurricane from Urkis, the High Tempest hits Dredge for 57 lightning damage.
Hurricane from Urkis, the High Tempest hits Dredge for 57 lightning damage.
Hurricane from Urkis, the High Tempest hits Docrys for 54 lightning damage.
Hurricane from Urkis, the High Tempest hits Dredge captain for 57 lightning damage.
Wasting from Dredge hits Docrys for 43 temporal damage.
Saving game...














































