












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 26 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 26 on the 24th Steel 123rd year of Ascendancy at 15:51 / 1 |
Primary Stats
| Strength | 73 (base 57) |
| Dexterity | 34 (base 28) |
| Constitution | 52 (base 35) |
| Magic | 20 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | -52/1369 |
| Stamina | 103/223 |
| Healing Factor | 1.589329218765 |
| Regeneration | 11.522636836046 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 54 |
| Crit Chance | 19% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Arcane | +15% |
| All | 0% |
| Lightning | +18% |
| Light | +20% |
| Temporal | +9% |
| Physical | +21% |
| Darkness | +22% |
| Fire | +12% |
| Nature | +15% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 64.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 21 |
| Physical Save | 54 |
| Spell Save | 34 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 25%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 27%( 70%) |
| Lightning | + 27%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 26% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 638% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 200 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by warg. Escort: lost warrior (level 2 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe 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 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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. * 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 chunk of ghoul flesh. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of dwarven-steel boots 'Ulylathadan' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Dmg.mod +12% physical ----- def ----- Armour +4 Fatigue -3% Resists +6% acid Phys.save +8 (+3 eff.) ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Bethana the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +5 Dex +1 Con dps ---------- Dmg.mod +3% physical +3% temporal Acc +20 (+6 eff.) ----- def ----- Die.at -20.00 life Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Coalquill the rough leather cap (5 def, 12 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +1% Resists +12% lightning +6% darkness +3% all Crit.chn- 15.00% Phys.save +6 (+2 eff.) Max.HP +60.00 A cap made of leather. |
| On hands | Barenik the Loambender (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Dmg.mod +15% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% nature HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tulilach the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +5% acid Apr +8 ----- def ----- Armour +4 Resists +3% physical +3% nature +9% cold Max.HP +80.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| Around neck | Blazepulverizer0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +6 Mag +2 Wil +3 Cun +1 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +18% lightning +6% temporal +6% light +6% physical +6% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Amulets make your neck look great! |
| In main hand | chilling stralite mace of vileness (38-53 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 blight +5 cold On Hit: * 5% chance to reduce strength, dexterity, and constitution by 13 Blunt and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | voratun shield 'Cinderpeal' (0 def, 10 armour, 76-91 power, 198.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 76.0 - 91.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 Melee+ +12 fire +15 light +13 darkness On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Cun +6 Mag dps ---------- Phys.crit +11.0% Phys.pwr +6 (+2 eff.) Dmg.mod +14% light +12% fire +16% darkness +15% arcane ----- def ----- Armour +10 Fatigue +8% Resists +34% light +24% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mayethra (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Armour +11 Fatigue +22% Resists +12% temporal Mind.save +6 (+3 eff.) Max.HP +77.00 HP.reg +1.00 Heal.mod +30% A suit of armour made of metal plates. |
Inventory
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
dwarven-steel mace 'Lightningmire' (24-34 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +4 Str dps ---------- Dmg.mod +6% lightning +7% physical +9% light Res.pen +15% lightning +6% physical Acc +18 (+5 eff.) Apr +7 ---------- misc Light +2 Blunt and deadly. |
Iseba the Prismquench1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +3 Con dps ---------- Dmg.mod +3% light +6% acid ----- def ----- Resists +3% acid +7% fire +7% cold A belt that goes around your waist. |
Duskfear (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +23% cold +6% darkness +3% temporal Blind- +20% Pinning- +10% Teleport- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Moldhunt the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +4 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
mindwoven cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.19 Equi/ret +1.20 Psi/ret +1.20 Hate/ret +1.20 A pointy cloth hat, very wizardly... |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Layeldana' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun +2 Con ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Stout the Dwarf Bulwark level 17
6th Dearth 122nd year of Ascendancy at 19:43 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Stout the Dwarf Bulwark level 20
36th Dearth 122nd year of Ascendancy at 19:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Stout the Dwarf Bulwark level 10
29th Profit 122nd year of Ascendancy at 15:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Stout the Dwarf Bulwark level 20
36th Dearth 122nd year of Ascendancy at 05:59 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Stout the Dwarf Bulwark level 21
19th Loss 122nd year of Ascendancy at 01:28 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Stout the Dwarf Bulwark level 25
23rd Steel 123rd year of Ascendancy at 13:50 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Stout the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 21:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Stout the Dwarf Bulwark level 11
36th Profit 122nd year of Ascendancy at 12:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Stout the Dwarf Bulwark level 8
19th Profit 122nd year of Ascendancy at 20:36 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Stout the Dwarf Bulwark level 21
26th Iron 123rd year of Ascendancy at 13:10 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Stout the Dwarf Bulwark level 24
17th Steel 123rd year of Ascendancy at 23:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Stout the Dwarf Bulwark level 17
19th Dearth 122nd year of Ascendancy at 15:20 see stats
Log
Elven cultist misses Stout.
Elven blood mage casts Blood Grasp.
Elven blood mage's spell attains critical power!
Stout is recovering from the damage!
Elven blood mage's Blood Grasp hits Stout for 238 blight damage.
Elven blood mage receives 50 healing from Elven blood mage's Blood Grasp.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
The shield around elven cultist crumbles.
Decrepitude Disease from Elven cultist hits Elven cultist for (43 absorbed), 0 blight (0 total damage).
Stout is afflicted by a weakness disease!
Elven cultist's Soul Rot hits Stout for 359 blight damage.
Stout speeds up.
Stout has recovered!
Weakness Disease from Elven cultist hits Stout for 48 blight damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Stout is afflicted by a rotting disease!
Elven cultist's Soul Rot hits Stout for 274 blight damage.
Decrepitude Disease from Elven cultist hits Elven cultist for (43 absorbed), 0 blight (0 total damage).
Stout uses Assault.
Stout performs a melee critical strike against Elven cultist!
Stout performs a melee critical strike against Elven cultist!
Stout hits Elven cultist for 82 physical, 19 fire, 33 light, 22 darkness, 240 physical (399 total damage).
Elven blood mage casts Drain.
Stout killed Elven cultist!
Elven blood mage hits Stout for 235 blight damage.
Stout the level 26 dwarf bulwark was tainted to death by an elven blood mage on level 3 of Dark crypt.







































































