











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 23 / 22% |
| Size | huge |
| Lifes / Deaths | Killed by brecklorn at level 5 on the 20th Voratun 122nd year of Ascendancy at 13:08 2 / 3Killed by Kelad, the One Who Stole Poosh at level 19 on the 18th Wealth 122nd year of Ascendancy at 13:33 Killed by eldritch eye at level 21 on the 4th Dearth 122nd year of Ascendancy at 23:11 |
Primary Stats
| Strength | 72 (base 53) |
| Dexterity | 23 (base 19) |
| Constitution | 51 (base 36) |
| Magic | 16 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | 968/968 |
| Stamina | 154/154 |
| Healing Factor | 1.6182805429864 |
| Regeneration | 10.628133487196 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 14 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 28 |
| Crit Chance | 12% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +12% |
| Physical | +7% |
| Arcane | +14% |
| Mind | +53% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +10% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 64.30515480422 (81.030927835052%) |
| Defense | 36 |
| Ranged Defense | 43 |
| Fatigue | 40 |
| Physical Save | 56 |
| Spell Save | 71 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 27%( 70%) |
| Mind | + 15%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 19%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Silence Resistance | 10% |
| Bleed Resistance | 25% |
| Confusion Resistance | 33% |
| Knockback Resistance | 57% |
| Stun Resistance | 67% |
| Instadeath Resistance | 100% |
| Blind Resistance | 33% |
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 282 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 516% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Daunting Presence |
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 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. | active |
You failed to protect the injured seer from death by Emelewe the black crystal. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved mental save by +4. | done |
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 Shardskin. * 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. * 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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 29. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' 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.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. | active |
Equipment
| On feet | Kugund (6 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +5 Str / +4 Con Changes resistances: +18% lightning / +6% fire Changes damage: +9% mind / +7% physical Blindness immunity: +5% Silence immunity: +10% 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. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (77 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Iverin the Dazzlequick (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 light / 8 acid Changes resistances: +18% nature Changes resistances penetration: +10% acid Changes damage: +12% nature A pointy cloth hat, very wizardly... This object's appearance was changed to Fanged Collar. |
| On hands | dwarven-steel gauntlets 'Spiderpride' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +8 Armour: +2 Damage when hit (Melee): 12 nature Changes stats: +6 Cun / +4 Dex Changes damage: +15% mind It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Layadhelaith the Strikeobsidian [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes resistances: +15% lightning Changes resistances penetration: +10% mind Changes damage: +21% mind It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +5 Mag / +5 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +7 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +14% arcane Changes damage: +14% arcane Mental save: +6 (+2 eff.) Blindness immunity: +28% Disarm immunity: +20% Confusion immunity: +10% Infravision radius: +5 See stealth: +14 See invisible: +5 Can be unequipped or rerolled. 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? |
| Around neck | Xerudhetira the steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +3 Mag / +3 Wil Changes resistances penetration: +10% arcane Reduces incoming crit damage: 10.00% Mental save: +8 (+2 eff.) Confusion immunity: +13% Mindpower: +7 (+4 eff.) Infravision radius: +3 Amulets can have magical properties. |
| In main hand | Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: +0 (+0 eff.) Mindpower: +9 (+5 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. This item has been sent to the Item's Vault. This object's appearance was changed to Champion's Will. |
| Around waist | PoryveaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +6% acid Spell save: +5 (+2 eff.) Mental save: +9 (+2 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Size category: +1 A belt that goes around your waist. |
| In off hand | stralite shield 'Galirig' (10 def, 2 armour, 50.5-60.6 power, 138.5 block)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): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 On weapon hit: * 26% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 27 acid Changes resistances: +6% blight / +6% mind / +5% arcane Talent granted: +4 Block Spell save: +38 (+10 eff.) Cut immunity: +25% Handheld deflection devices. |
| Cloak | linen cloak 'Liseretta' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +2 Str Life regen: +0.40 Maximum life: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blackpower of the Blightspawn (20 def, 23 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +20 (+8 eff.) Fatigue: +31% Effects when hit in melee: * 28% chance to inflict 15% damage reduction * 20% chance to disease Changes stats: +4 Wil / +4 Cun / +8 Con Changes resistances: +10% fire / -20% light / +10% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +54 (+14 eff.) Life regen: +2.50 Psi when hit: +0.08 Maximum life: +54.00 Healing mod.: +24% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
Duruhir the RavenmarkInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% lightning / +22% cold / +6% darkness Changes resistances penetration: +20% darkness Changes damage: +11% cold Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
Sparksorrow the stralite mail armour (17 def, 17 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+7 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +5 Cun Changes resistances: +27% lightning / +9% fire Changes resistances penetration: +25% lightning Mental save: +21 (+5 eff.) A suit of armour made of mail. |
Furnacedare (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature / +15% fire Changes resistances penetration: +20% fire Changes damage: +5% nature / +6% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Rod of Recall (1/1)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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By buldwarf the Dwarf Bulwark level 23
22nd Dearth 122nd year of Ascendancy at 02:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By buldwarf the Dwarf Bulwark level 17
37th Profit 122nd year of Ascendancy at 14:13 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By buldwarf the Dwarf Bulwark level 21
6th Dearth 122nd year of Ascendancy at 11:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By buldwarf the Dwarf Bulwark level 10
2nd Acquisition 122nd year of Ascendancy at 18:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By buldwarf the Dwarf Bulwark level 20
26th Wealth 122nd year of Ascendancy at 16:37 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By buldwarf the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 15:39 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By buldwarf the Dwarf Bulwark level 23
22nd Dearth 122nd year of Ascendancy at 02:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By buldwarf the Dwarf Bulwark level 16
31st Profit 122nd year of Ascendancy at 03:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By buldwarf the Dwarf Bulwark level 16
30th Profit 122nd year of Ascendancy at 04:54 see stats
Log
You gain 14.02 gold from the transmogrification of stralite mace 'Brightwoe' (35.5-49.7 power, 5 apr).
You gain 12.50 gold from the transmogrification of Robe of Force (12 def, 8 armour).
You gain 64.00 gold from the transmogrification of 4 sapphire.
You gain 16.00 gold from the transmogrification of jade.
You gain 32.00 gold from the transmogrification of 2 turquoise.
You gain 0.50 gold from the transmogrification of Prox's Lucky Halfling Foot.
You gain 24.00 gold from the transmogrification of 2 garnet.
You gain 32.00 gold from the transmogrification of 2 ruby.
You gain 64.00 gold from the transmogrification of 4 amber.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress 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.
Today is the 23rd Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
There is a Derth (Town) here (press '' or right click to use).
Today is the 24th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 25th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Saving game...
Saving done.
Buldwarf deactivates Shield Wall.
Buldwarf deactivates Daunting Presence.

































































