










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 | Ogre |
| Class | Sun Paladin |
| Level / Exp | 39 / 24% |
| Size | huge |
| Lifes / Deaths | Killed by Eliad at level 12 on the 22nd Dusk 122nd year of Ascendancy at 13:42 / 2Killed by Silivena the black mamba at level 35 on the 1st Dusk 123rd year of Ascendancy at 11:13 |
Primary Stats
| Strength | 79 (base 30) |
| Dexterity | 51 (base 29) |
| Constitution | 70 (base 20) |
| Magic | 61 (base 47) |
| Willpower | 49 (base 36) |
| Cunning | 48 (base 32) |
Resources
| Life | 1308/1308 |
| Mana | 403/403 |
| Stamina | 322/322 |
| Positive | 54/54 |
| Healing Factor | 1.625 |
| Regeneration | 5.5124452175142 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +107% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | -3.5527136788005E-15 |
Offense: Mainhand
| Damage | 149 |
| Accuracy | 48 |
| Crit Chance | 52% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Darkness | +23% |
| Light | +48% |
| Physical | +40% |
| Blight | +3% |
| Arcane | +15% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +25% |
| Fire | +21% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 101.4348380628 (99.180064308682%) |
| Defense | 32 |
| Ranged Defense | 47 |
| Fatigue | 68 |
| Physical Save | 60 |
| Spell Save | 50 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 23%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 57%( 75%) |
| Light | + 47%( 75%) |
| Temporal | + 28%( 70%) |
| Lightning | + 36%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Teleport Resistance | 20% |
| Blind Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 346.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 6 turns. Its effects scale with your Dexterity stat. |
| 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 518 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Righteous Strength |
| talent | Weapon of Light |
| talent | Shield of Light |
| talent | Second Life |
| talent | Premonition |
| talent | Retribution |
| talent | Chant of Resistance |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by venom wyrm. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing 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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
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 Minotaur. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 83. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
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 | pair of hardened leather boots 'Belera' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +6 Str / +6 Con Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +10% arcane Changes damage: +3% blight / +7% physical / +15% arcane Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 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. A pair of boots made of leather. This object's appearance was changed to Unbreakable Greaves. |
| Light source | Umbraphage =light dmg=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 105, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 254.61 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Eliad's Brow (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +14 Str / +9 Dex / +11 Con Changes resistances: +15% lightning / +15% temporal Changes damage: +12% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Str / +2 Dex / +5 Mag / +5 Wil / +4 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. This object's appearance was changed to Ruthless Grip. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | gladiator's stralite ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +28% light Changes damage: +14% light Rings can have magical properties. |
| On fingers | gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 25 light Changes stats: +5 Str / +5 Con Rings can have magical properties. |
| Around neck | Pendant of the Sun and Moons =silence immun=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | Akmarut's Edge (168% power, 4 apr) =Str 48=Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Str Changes resistances penetration: +21% fire Changes damage: +21% physical Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +15% Teleport immunity: +20% Stamina when hit: +4.00 Only die when reaching: -80.00 life Maximum stamina: +10.00 Mental crit. chance: +3% Global speed: +7% Massive two-handed battleaxes. This object's appearance was changed to voratun battleaxe. |
| Around waist | Emblem of Evasion =dex/cun/luck=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 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 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 32% chance to evade melee and ranged attacks and 28 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 off hand | Blackfire Aegis (8 def, 18 armour, 100% power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+3 eff.) This rugged stone shield flickers with bursts of pitch black flame. This object's appearance was changed to Blackfire Aegis. |
| Cloak | resilient cashmere cloak of the guardian (13 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +13 (+6 eff.) Physical save: +15 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +12 (+5 eff.) Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour) =Str 52=Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This object's appearance was changed to Tarrasca. |
Inventory
biting gale rune of the wizard (173 cold damage; freeze 3 turns with power 59)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 direct a cone of chilling stormwind doing 173.16 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 59 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (386 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 128.62 to 385.86 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gold amulet 'Cracklefiend' =str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str Changes resistances: +12% lightning Changes resistances penetration: +25% mind Changes damage: +27% mind Amulets can have magical properties. |
Ererogen =blight res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +10% nature / +10% blight Critical mult.: +15.00% Physical save: +30 (+8 eff.) Poison immunity: +18% Disease immunity: +16% Rings can have magical properties. |
Wheel of Fate =lvl 50=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight / +24% cold / +6% nature Changes damage: +12% cold Grants telepathy: Dragon Physical save: +6 (+2 eff.) Spell save: +20 (+7 eff.) Poison immunity: +13% Disease immunity: +10% Stun/Freeze immunity: +10% Maximum hate: +6.00 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's stralite ring of nature (+26%) =nat res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
painweaver's gold ring of frost (+20%) =cold res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +20% cold Changes damage: +10% cold / +5% all Spellpower: +7 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
psionicist's stralite ring of fire (+36%) =fire res=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +36% fire Changes damage: +18% fire Mental save: +10 (+4 eff.) Rings can have magical properties. |
rogue's steel ring of lightning (+22%) =lig res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
sneakthief's gold ring of life =hp/dmg=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +0.80 Maximum life: +60.00 Healing mod.: +13% Rings can have magical properties. |
Eksatin's Ultimatum (175% power, 25 apr) =decapitate=Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Genocide (152% power, 4 apr) =achievement=Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
keeper's elven-wood longbow of lightning =warden heirloom=Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +18 lightning When wielded/worn: Changes resistances penetration: +15% physical / +14% temporal Changes damage: +21% lightning / +18% physical / +20% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Nexus of the Way (124% power, 40 apr, mind damage) =yeek wilder heirloom?=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
monstrous hardened leather belt of recklessness =giants=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Changes stats: +4 Str / +5 Con Critical mult.: +10.00% Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Ce'Nawen (3 def, 0 armour) =warden heirloom=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +13 Mag / +4 Wil Changes resistances: +1% physical Changes resistances penetration: +10% temporal / +11% physical Changes damage: +17% temporal / +14% physical / +13% all Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Silence immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +27 (+8 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) =yeek wilder heirloom=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour) =heirloom=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+6 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Hat of Arcane Understanding (2 def, 0 armour) =set=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Steel Helm of Garkul (0 def, 6 armour) =set=Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This object's appearance was changed to Decayed Visage. |
acidic stralite shield of purity (10 def, 2 armour, 100% power, 134.5 block) =blight/nat=Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +134 On weapon hit: * 16% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 18 acid Changes resistances: +12% nature / +13% blight Talent granted: +4 Block Handheld deflection devices. |
gloomy stralite shield of earthen fury (10 def, 7 armour, 100% power, 144 block) =gloom/phys=Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +144 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +7 Armour Hardiness: +7% Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 9% chance to cause random gloom Effects when hit in melee: * 11% chance to cause random gloom Changes resistances: +14% physical Talent granted: +4 Block Handheld deflection devices. |
reinforced stralite shield of radiance (10 def, 8 armour, 100% power, 187 block) =block/hp=Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +187 Damage (Melee): +14 light When wielded/worn: Armour: +8 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 11% chance to blind Changes stats: +2 Mag / +5 Con Changes resistances: +16% light Talent granted: +4 Block Handheld deflection devices. |
Tooth of the Mouth (dig speed 12 turns) =digger=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë =spiders=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
nightwalker's alchemist's lamp of corpselight =unlife=Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Wil Changes resistances: +8% blight / +8% darkness Critical mult.: +13.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 28 blight damage or heals 40 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight =unlife=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +8% blight / +7% fire / +10% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +5 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 33 blight damage or heals 48 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways =plot=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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 Orb =plot=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye =Atamathoned!=0.00 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 (1/1) =plot=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 202 power out of 238/400. 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. |
Rod of Spydric Poison (3/3) =poison=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 532.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest =plot=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. |
Fogburst [power 93] (20 cooldown) =fire/cold res=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +5 Dex / +3 Mag Grants telepathy: Demon/Minor Demon/Major Talent granted: +4 Telekinetic Blast Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand =light=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 129 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
yew wand of clairvoyance 'Durorab' [power 12] (6 cooldown) =reveal=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +3 Mag / +5 Wil / +4 Cun Grants telepathy: Humanoid/Orc Infravision radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 12, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Eliad the Ogre Sun Paladin level 30
55th Pyre 123rd year of Ascendancy at 09:22 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eliad the Ogre Sun Paladin level 15
48th Haze 122nd year of Ascendancy at 06:03 see stats
A living one! (Roguelike)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Eliad the Ogre Sun Paladin level 25
28th Pyre 123rd year of Ascendancy at 22:55 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Eliad the Ogre Sun Paladin level 29
42nd Pyre 123rd year of Ascendancy at 04:32 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Eliad the Ogre Sun Paladin level 33
1st Summertide 123rd year of Ascendancy at 03:18 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Eliad the Ogre Sun Paladin level 32
7th Mirth 123rd year of Ascendancy at 04:47 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Eliad the Ogre Sun Paladin level 19
6th Allure 123rd year of Ascendancy at 09:53 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Eliad the Ogre Sun Paladin level 11
8th Dusk 122nd year of Ascendancy at 11:36 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Eliad the Ogre Sun Paladin level 31
2nd Mirth 123rd year of Ascendancy at 15:45 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Eliad the Ogre Sun Paladin level 35
6th Dusk 123rd year of Ascendancy at 19:58 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Eliad the Ogre Sun Paladin level 16
59th Haze 122nd year of Ascendancy at 19:29 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eliad the Ogre Sun Paladin level 22
80th Regrowth 123rd year of Ascendancy at 18:51 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Eliad the Ogre Sun Paladin level 22
71st Regrowth 123rd year of Ascendancy at 12:29 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eliad the Ogre Sun Paladin level 15
48th Haze 122nd year of Ascendancy at 05:33 see stats
Level 10 (Roguelike)
Got a character to level 10.By Eliad the Ogre Sun Paladin level 10
2nd Flare 122nd year of Ascendancy at 16:45 see stats
Level 20 (Roguelike)
Got a character to level 20.By Eliad the Ogre Sun Paladin level 20
8th Allure 123rd year of Ascendancy at 02:29 see stats
Level 30 (Roguelike)
Got a character to level 30.By Eliad the Ogre Sun Paladin level 30
42nd Pyre 123rd year of Ascendancy at 04:32 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Eliad the Ogre Sun Paladin level 25
28th Pyre 123rd year of Ascendancy at 11:28 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Eliad the Ogre Sun Paladin level 13
54th Dusk 122nd year of Ascendancy at 21:51 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Eliad the Ogre Sun Paladin level 25
27th Pyre 123rd year of Ascendancy at 14:50 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Eliad the Ogre Sun Paladin level 31
78th Pyre 123rd year of Ascendancy at 14:31 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Eliad the Ogre Sun Paladin level 29
40th Pyre 123rd year of Ascendancy at 21:44 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Eliad the Ogre Sun Paladin level 16
59th Haze 122nd year of Ascendancy at 19:29 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Eliad the Ogre Sun Paladin level 32
2nd Mirth 123rd year of Ascendancy at 17:14 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Eliad the Ogre Sun Paladin level 15
48th Haze 122nd year of Ascendancy at 06:03 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eliad the Ogre Sun Paladin level 20
29th Regrowth 123rd year of Ascendancy at 17:28 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Eliad the Ogre Sun Paladin level 11
18th Dusk 122nd year of Ascendancy at 22:32 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Eliad the Ogre Sun Paladin level 16
1st Decay 122nd year of Ascendancy at 00:33 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Eliad the Ogre Sun Paladin level 37
35th Haze 123rd year of Ascendancy at 19:46 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Eliad the Ogre Sun Paladin level 20
28th Regrowth 123rd year of Ascendancy at 23:27 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Eliad the Ogre Sun Paladin level 28
37th Pyre 123rd year of Ascendancy at 22:54 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Eliad the Ogre Sun Paladin level 17
2nd Decay 122nd year of Ascendancy at 16:10 see stats
Unstoppable (Roguelike)
Returned from the dead.By Eliad the Ogre Sun Paladin level 12
22nd Dusk 122nd year of Ascendancy at 13:42 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Eliad the Ogre Sun Paladin level 28
40th Pyre 123rd year of Ascendancy at 19:56 see stats
Log
You gain 1.84 gold from the transmogrification of miner's pair of dwarven-steel boots of uncanny dodging (4 def, 9 armour).
You gain 1.86 gold from the transmogrification of dreamer's pair of hardened leather boots (0 def, 3 armour).
You gain 10.45 gold from the transmogrification of ancient cashmere robe of Angolwen (2 def, 0 armour).
You gain 2.70 gold from the transmogrification of enveloping cashmere cloak of battle (11 def, 0 armour).
You gain 3.80 gold from the transmogrification of cashmere cloak of sorcery (2 def, 0 armour).
You gain 3.40 gold from the transmogrification of quick steel waraxe of projection (107% power, 3 apr).
You gain 12.50 gold from the transmogrification of Unstoppable Mauler (159% power, 15 apr).
You gain 25.00 gold from the transmogrification of Astelrid's Clubstaff (156% power, 4 apr).
You gain 0.67 gold from the transmogrification of manasurge rune (1156% regen over 10 turns; 58 instant mana).
You gain 2.18 gold from the transmogrification of lightning rune of the titan (300 lightning damage).
You gain 0.65 gold from the transmogrification of sun infusion (rad 7; power 21; turns 4; dispels darkness).
You gain 2.31 gold from the transmogrification of movement infusion of the wizard (622% speed; 6 turns).
You gain 6.57 gold from the transmogrification of heroism infusion (+5 for 10 turns, die at -382).
You gain 6.04 gold from the transmogrification of heroism infusion (+5 for 9 turns, die at -329).
You gain 0.64 gold from the transmogrification of healing infusion (heal 49).
You gain 0.65 gold from the transmogrification of healing infusion (heal 50).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Eliad deactivates Weapon of Light.
Eliad deactivates Chant of Resistance.
Eliad deactivates Weapon of Wrath.
Eliad deactivates Retribution.
Eliad deactivates Second Life.
Eliad deactivates Premonition.
Eliad deactivates Shield of Light.
Eliad deactivates Righteous Strength.
































































































