








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 32 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by icy orc wyrmic at level 29 on the 4th Allure 123rd year of Ascendancy at 10:47 / 2Killed by orc blood mage at level 32 on the 9th Regrowth 123rd year of Ascendancy at 20:28 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 31 (base 17) |
| Constitution | 72 (base 60) |
| Magic | 14 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 19 (base 11) |
Resources
| Mana | 72/236 |
| Life | 0/1400 |
| Positive | 13/123 |
| Stamina | 85/158 |
| Paradox | 300 |
| Healing Factor | 1.3642975206611 |
| Regeneration | 170.77000607451 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 61 |
| Crit Chance | 68% |
| APR | 3 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +19% |
| Darkness | +12% |
| Cold | +14% |
| Acid | +16% |
| Mind | +13% |
| Fire | +16% |
Defense: Base
| Armour (hardiness) | 46.723073231957 (93.924050632911%) |
| Defense | 22 |
| Ranged Defense | 27 |
| Fatigue | 37 |
| Physical Save | 52 |
| Spell Save | 47 |
| Mental Save | 39 |
Defense: Resistances
| Nature | 0%( 70%) |
| Acid | + 19%( 70%) |
| Light | + 10%( 70%) |
| Cold | + 7%( 70%) |
| Darkness | 0%( 70%) |
| Arcane | -3%( 70%) |
| Fire | -5%( 70%) |
| All | -8%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 10% |
| Teleport Resistance | 55% |
| Pinning Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 388 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -529 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Bloodthirst | 1.20 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Premonition |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 16.71, and stamina regeneration by 3.34. Bloodbath |
| detrimental effect | The target is poisoned, taking 26.43 nature damage per turn and decreasing all heals received by 31%. Insidious Poison |
| detrimental effect | The target is cursed, reducing all resistances by 23%. Curse of Vulnerability |
| beneficial effect | A flow of life spins around the target, regenerating 101.40 life per turn. Regeneration |
| beneficial effect | Reduces acid damage received by 12%. Premonition Shield |
| beneficial effect | Increases critical hit chance by 35%. Berserker Rage |
| detrimental effect | The target is poisoned, taking 46.40 nature damage per turn. Poison |
| beneficial effect | The target is recovering 56 life each turn. Recovery |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Adyramina the skeleton archer. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +2. | 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 Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of greater demon bile. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master While equipped: Stats +4 Str +3 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+4 eff.) Mind.save +10 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+3 eff.) Max.HP +54.00 Heal.mod +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Zanunik [power 157] (10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Dex dps ---------- Phys.crit +1.0% Phys.pwr +8 (+2 eff.) Melee Ret 8 physical ---------- misc Stam/turn +0.80 Max.vim +7.00 Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +4 Rings can have magical properties. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 bleed Ranged+ 11 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
| Around waist | hardened leather belt 'Shocksun'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% acid +18% light +15% cold +9% nature +5% arcane A belt that goes around your waist. |
| In main hand | elemental stralite greatsword of torment (51.5-82.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Arcane/Psionic Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Random elemental explosion * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% acid +12% darkness +16% fire +14% cold +13% mind +19% lightning Massive two-handed swords. |
| On hands | corrosive dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 7 acid Dmg.mod +6% acid ----- def ----- Armour +2 Resists +7% acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | stralite plate armour of Eyal (7 def, 13 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Max.HP +45.00 HP.reg +1.80 Heal.mod +14% A suit of armour made of metal plates. |
| Cloak | marshal's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+3 eff.) Max.HP +65.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Drumadir the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Dex +4 Mag +7 Wil ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +9% darkness +3% fire Spell.save +10 (+3 eff.) Blind- +5% Pinning- +10% Teleport- +55% Teleport you randomly (rad 35) Puts all charms on 15 cooldown Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
arcing dwarven-steel greatsword of massacre (50-80 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +21 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Max.HP +45.00 ---------- misc Max.stam +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
74 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Calear the Cornac Berserker level 29
10th Decay 122nd year of Ascendancy at 14:30 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Calear the Cornac Berserker level 32
8th Regrowth 123rd year of Ascendancy at 01:13 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Calear the Cornac Berserker level 31
1st Regrowth 123rd year of Ascendancy at 11:32 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Calear the Cornac Berserker level 30
7th Allure 123rd year of Ascendancy at 09:59 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Calear the Cornac Berserker level 20
63rd Dusk 122nd year of Ascendancy at 14:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By Calear the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 11:21 see stats
Level 20 (Roguelike)
Got a character to level 20.By Calear the Cornac Berserker level 20
63rd Dusk 122nd year of Ascendancy at 12:47 see stats
Level 30 (Roguelike)
Got a character to level 30.By Calear the Cornac Berserker level 30
5th Allure 123rd year of Ascendancy at 13:35 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Calear the Cornac Berserker level 32
7th Regrowth 123rd year of Ascendancy at 17:47 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Calear the Cornac Berserker level 23
77th Haze 122nd year of Ascendancy at 15:36 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Calear the Cornac Berserker level 31
7th Allure 123rd year of Ascendancy at 12:08 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Calear the Cornac Berserker level 26
4th Decay 122nd year of Ascendancy at 01:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Calear the Cornac Berserker level 17
38th Dusk 122nd year of Ascendancy at 08:19 see stats
Unstoppable (Roguelike)
Returned from the dead.By Calear the Cornac Berserker level 29
4th Allure 123rd year of Ascendancy at 10:48 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Calear the Cornac Berserker level 27
7th Decay 122nd year of Ascendancy at 03:47 see stats
Log
Orc grand master assassin hits Calear for 36 physical, 27 physical, 66 physical, 36 physical (167 total damage).
Calear hits Orc grand master assassin for 8 physical, 8 physical, 8 physical, 8 physical (35 total damage).
Bleeding from Calear hits Orc fighter for 0 physical damage.
Orc fighter misses Calear.
Calear stops burning.
Calear receives 77 healing.
Insidious Poison from Orc grand master assassin hits Calear for 26 nature damage.
Orc grand master assassin's morale has been lowered.
Orc archer's morale has been lowered.
Orc blood mage's Soul Rot hits Calear for 165 blight damage.
--------------------------------
Calear casts Healing Light.
Orc corruptor stops burning.
Orc corruptor casts Soul Rot.
Orc archer calms down.
Orc grand master assassin is moving less freely.
Orc grand master assassin stops burning.
Orc grand master assassin uses Venomous Strike.
Calear is poisoned!
Calear slows down.
Orc grand master assassin hits Calear for 95 nature, 40 nature (136 total damage).
Bleeding from Calear hits Orc fighter for 0 physical damage.
Calear hits Orc grand master assassin for 8 physical, 8 physical (18 total damage).
Calear receives 109 healing.
Calear hits Orc fighter for 8 physical damage.
Orc fighter hits Calear for 46 physical, 6 cold (53 total damage).
Orc summoner's morale has been lowered.
Orc corruptor's Soul Rot hits Calear for 268 blight damage.
Saving game...

























































