Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 2975% |
Size | gargantuan |
Lifes / Deaths | Killed by Cyridabeth the polar bear at level 24 on the 3rd Allure 123rd year of Ascendancy at 04:39 / 2Killed by Aeraba the squid at level 47 on the 20th Dusk 123rd year of Ascendancy at 03:25 |
Antimagic | Follower |
Primary Stats
Strength | 189 (base 60) |
Dexterity | 103 (base 45) |
Constitution | 134 (base 61) |
Magic | 24 (base 13) |
Willpower | 62 (base 17) |
Cunning | 98 (base 45) |
Resources
Life | 2151/2151 |
Stamina | 418/418 |
Equilibrium | 30 |
Healing Factor | 1.7640064499929 |
Regeneration | 49.537837813347 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 15 |
See Stealth | 93.519345751312 |
See Invisible | 74.519345751312 |
Offense: Mainhand
Damage | 317 |
Accuracy | 89 |
Crit Chance | 91% |
APR | 81 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Fire | +21% |
Nature | +40% |
Physical | +54% |
Mind | +30% |
All | +15% |
Offense: Damage Penetration
Acid | +46% |
Fire | +46% |
Nature | +46% |
Darkness | +41% |
Physical | +42% |
Mind | +41% |
All | +21% |
Defense: Base
Armour (hardiness) | 123.48210952401 (100%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 65 |
Mental Save | 61 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 31%( 70%) |
All | + 22%( 70%) |
Physical | + 59%( 70%) |
Lightning | + 38%( 70%) |
Light | + 29%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 27%( 70%) |
Darkness | + 56%( 70%) |
Fire | + 34%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Disarm Resistance | 84% |
Knockback Resistance | 100% |
Confusion Resistance | 22% |
Stun Resistance | 100% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 37% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1157 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 magical and physical effect and reduce all damage taken by 57% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 7 turns. While Heroism is active, you will only die when reaching -1154 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 1154 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
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 1253% 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 Strength stat. |
Class Talents
Technique / Berserker's strength | 1.60 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.60 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Conditioning | 1.60 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Antimagic Shield |
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 |
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. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Filio Flightfond. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by Veladhesetira the patchwork troll. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Daikara and vanquished the huge ice 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 training room. * 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: 3679. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Darkmaim DarkmaimInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +6 Wil Changes resistances: +9% light Changes resistances penetration: +20% darkness / +10% acid Critical mult.: +18.00% Spell save: +6 (+2 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +37% Confusion immunity: +22% Light radius: +10 See stealth: +49 See invisible: +30 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Vorota (9 def, 5 armour) Vorota (9 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Wil / +9 Cun / +17 Con Changes resistances: +21% blight / +3% physical Mental save: +30 (+7 eff.) Pinning immunity: +20% Stun/Freeze immunity: +24% Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | voratun pickaxe 'Venomwish' (dig speed 10 turns) voratun pickaxe 'Venomwish' (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Fatigue: -20% Changes stats: +16 Str / +4 Con Changes resistances: +18% darkness / +6% nature Damage affinity(heal): +15% darkness Critical mult.: +15.00% Maximum life: +40.00 Maximum stamina: +29.00 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Yvymira YvymiraCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Con Changes resistances: +3% lightning / +12% temporal / +5% arcane / +6% darkness Changes damage: +15% mind / +8% all Spell save: +18 (+5 eff.) Disarm immunity: +44% Pinning immunity: +50% Stun/Freeze immunity: +41% Knockback immunity: +50% Life regen: +9.00 Maximum life: +46.00 Maximum stamina: +32.00 Spellpower: +20 (+4 eff.) Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
Around waist | Islovea the drakeskin leather belt Islovea the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +24 (+4 eff.) Armour: +15 Defense: +15 (+4 eff.) Effects on melee hit: * 24% chance to reduce armor by 19% Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +6% arcane Trap disarming bonus: +29 Stealth bonus: +13 Physical save: +21 (+5 eff.) Spell save: +27 (+7 eff.) Life regen: +4.73 Only die when reaching: -94.66 life Maximum stamina: +20.00 Infravision radius: +6 Size category: +2 A belt that goes around your waist. |
In main hand | Flamerazor the voratun greatsword (61-98 power, 4 apr) Flamerazor the voratun greatsword (61-98 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire / +28 darkness / +20 cold Damage (radius 2) on crit: +4 cold Damage against: +20% Living When wielded/worn: Accuracy: +68 (+13 eff.) Armour penetration: +57 Physical crit. chance: +21.0% Changes resistances: +5% arcane Changes resistances penetration: +21% physical / +25% fire / +21% all Changes damage: +6% fire Critical mult.: +49.00% Massive two-handed swords. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 185.15 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | Eilinymina the voratun plate armour (14 def, 50 armour) Eilinymina the voratun plate armour (14 def, 50 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +14 (+4 eff.) Fatigue: +22% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +10 Str Changes resistances: +15% acid / +29% physical / +20% darkness / +17% lightning / +12% blight / +15% fire / +6% mind / +12% cold Talent cooldown: Rush (-5 turns) Mental save: +25 (+6 eff.) Silence immunity: +20% Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +33% Light radius: +2 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | Iceblur the elven-silk cloak (18 def, 8 armour) Iceblur the elven-silk cloak (18 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +8 Defense: +18 (+5 eff.) Effects on melee hit: * 21% chance to reduce armor by 19% Damage when hit (Melee): 8 cold Changes stats: +5 Str / +6 Dex / +13 Con Changes damage: +24% physical Physical save: +15 (+3 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Lisarelevea LisareleveaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Str / +28 Dex / +9 Wil / +11 Cun / +10 Con Changes resistances penetration: +20% mind / +15% acid Changes damage: +3% acid Talent mastery: +0.40 Wild-gift / Antimagic Critical mult.: +10.00% Spell save: +9 (+2 eff.) Life regen: +5.00 Stamina each turn: +1.50 Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Movement speed: +10% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 442; cd 10) healing infusion of the warrior (heal 442; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 442 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Silelle (70-105 power, 4 apr) Silelle (70-105 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +27 darkness Damage against: +27% Living When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +25 Physical crit. chance: +21.0% Defense: +15 (+4 eff.) Effects on melee hit: * 26% chance to slow global speed by 63% Changes stats: +14 Str Changes resistances: +4% physical / +3% fire Changes damage: +21% physical Critical mult.: +44.00% Stamina each turn: +2.00 Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eden's Guile (2 def, 1 armour) =eden= Eden's Guile (2 def, 1 armour) =eden=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 69% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of dwarven-steel boots 'Neruyavena' (0 def, 10 armour) pair of dwarven-steel boots 'Neruyavena' (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +9 Str / +8 Dex / +4 Mag / +2 Cun / +7 Con Changes resistances penetration: +25% physical Changes damage: +7% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Squalorgore the drakeskin leather gloves (0 def, 3 armour) Squalorgore the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Effects on melee hit: * 20 arcane resource burn * 21% chance to reduce all saves and defense by 35 * 24% chance to slow global speed by 63% Damage (Melee): 14 lightning / 40 darkness / 40 mind Changes stats: +4 Str / +5 Dex / +5 Wil / +5 Con Changes resistances: +9% lightning / +3% cold / +5% arcane Changes resistances penetration: +20% nature Changes damage: +14% lightning Talent mastery: +0.20 Technique / Grappling Mental save: -5 (-1 eff.) Disarm immunity: +50% Mindpower: +10 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun helm 'Gunandil' (7 def, 12 armour) voratun helm 'Gunandil' (7 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 63% Changes stats: +4 Con Changes resistances: +12% acid / +9% darkness / +15% lightning / +3% blight / +11% fire / +6% cold / +4% all Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Freezetickler the stralite plate armour (0 def, 17 armour) =water= Freezetickler the stralite plate armour (0 def, 17 armour) =water=Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Fatigue: +22% Damage when hit (Melee): 2 acid Changes resistances: +22% acid / +10% physical / +43% cold / +5% lightning / +9% fire Changes resistances penetration: +10% cold Changes damage: +18% acid / +6% cold Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +36% A suit of armour made of metal plates. |
166 alchemist agate 166 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 4.0 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.47 cold damage and 14.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
dwarven lantern 'Chalufast' dwarven lantern 'Chalufast'Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+4 eff.) Changes stats: +3 Dex Changes resistances: +15% fire / +3% all Physical save: +23 (+5 eff.) Spell save: +32 (+8 eff.) Mental save: +20 (+5 eff.) Cut immunity: +10% Teleport immunity: +10% Life regen: +2.00 Maximum life: +80.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered 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 Atamathon's Lost Ruby Eye0.00 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. |
42 alchemist bloodstone 42 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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) Activation costs 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. |
The Guardian's Totem =totem= The Guardian's Totem =totem=Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 63% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Nefboy the Cornac Berserker level 39
11st Pyre 123rd year of Ascendancy at 21:04 see stats
By Nefboy the Cornac Berserker level 50
60th Dusk 123rd year of Ascendancy at 10:02 see stats
By Nefboy the Cornac Berserker level 38
10th Pyre 123rd year of Ascendancy at 01:01 see stats
By Nefboy the Cornac Berserker level 40
37th Pyre 123rd year of Ascendancy at 10:29 see stats
By Nefboy the Cornac Berserker level 50
45th Dusk 123rd year of Ascendancy at 15:21 see stats
By Nefboy the Cornac Berserker level 48
20th Dusk 123rd year of Ascendancy at 18:11 see stats
By Nefboy the Cornac Berserker level 41
45th Pyre 123rd year of Ascendancy at 21:53 see stats
By Nefboy the Cornac Berserker level 10
10th Dusk 122nd year of Ascendancy at 17:59 see stats
By Nefboy the Cornac Berserker level 50
21st Haze 123rd year of Ascendancy at 13:19 see stats
By Nefboy the Cornac Berserker level 40
43rd Pyre 123rd year of Ascendancy at 14:54 see stats
By Nefboy the Cornac Berserker level 32
55th Regrowth 123rd year of Ascendancy at 12:39 see stats
By Nefboy the Cornac Berserker level 50
63rd Haze 123rd year of Ascendancy at 16:38 see stats
By Nefboy the Cornac Berserker level 24
2nd Allure 123rd year of Ascendancy at 15:01 see stats
By Nefboy the Cornac Berserker level 27
6th Regrowth 123rd year of Ascendancy at 05:26 see stats
By Nefboy the Cornac Berserker level 25
3rd Allure 123rd year of Ascendancy at 11:53 see stats
By Nefboy the Cornac Berserker level 50
47th Haze 123rd year of Ascendancy at 14:15 see stats
By Nefboy the Cornac Berserker level 50
21st Haze 123rd year of Ascendancy at 02:17 see stats
By Nefboy the Cornac Berserker level 31
36th Regrowth 123rd year of Ascendancy at 18:57 see stats
By Nefboy the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 15:09 see stats
By Nefboy the Cornac Berserker level 20
54th Dusk 122nd year of Ascendancy at 11:43 see stats
By Nefboy the Cornac Berserker level 30
11st Regrowth 123rd year of Ascendancy at 18:16 see stats
By Nefboy the Cornac Berserker level 40
23rd Pyre 123rd year of Ascendancy at 04:26 see stats
By Nefboy the Cornac Berserker level 50
45th Dusk 123rd year of Ascendancy at 14:10 see stats
By Nefboy the Cornac Berserker level 50
46th Haze 123rd year of Ascendancy at 05:17 see stats
By Nefboy the Cornac Berserker level 50
15th Haze 123rd year of Ascendancy at 17:39 see stats
By Nefboy the Cornac Berserker level 50
75th Dusk 123rd year of Ascendancy at 14:46 see stats
By Nefboy the Cornac Berserker level 23
48th Haze 122nd year of Ascendancy at 19:42 see stats
By Nefboy the Cornac Berserker level 32
55th Regrowth 123rd year of Ascendancy at 13:55 see stats
By Nefboy the Cornac Berserker level 21
78th Dusk 122nd year of Ascendancy at 10:09 see stats
By Nefboy the Cornac Berserker level 41
43rd Pyre 123rd year of Ascendancy at 16:12 see stats
By Nefboy the Cornac Berserker level 50
63rd Haze 123rd year of Ascendancy at 16:37 see stats
By Nefboy the Cornac Berserker level 25
3rd Allure 123rd year of Ascendancy at 05:00 see stats
By Nefboy the Cornac Berserker level 7
1st Mirth 122nd year of Ascendancy at 21:47 see stats
By Nefboy the Cornac Berserker level 34
65th Regrowth 123rd year of Ascendancy at 19:56 see stats
By Nefboy the Cornac Berserker level 50
63rd Haze 123rd year of Ascendancy at 16:38 see stats
By Nefboy the Cornac Berserker level 50
58th Dusk 123rd year of Ascendancy at 01:56 see stats
By Nefboy the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 20:08 see stats
By Nefboy the Cornac Berserker level 43
68th Pyre 123rd year of Ascendancy at 05:39 see stats
By Nefboy the Cornac Berserker level 22
4th Haze 122nd year of Ascendancy at 03:28 see stats
By Nefboy the Cornac Berserker level 16
36th Dusk 122nd year of Ascendancy at 22:33 see stats
By Nefboy the Cornac Berserker level 25
3rd Allure 123rd year of Ascendancy at 04:39 see stats
By Nefboy the Cornac Berserker level 38
9th Pyre 123rd year of Ascendancy at 17:42 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: All Hail King Tolak the Fair!
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: All Hail Queen Mirvenia the Inspirer!
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: All Hail King Toknor the Brave!
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: All Hail King Tolak the Fair!
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: All Hail King Toknor the Brave!
You can read all your collected lore in the game menu, by pressing Escape.
The smith spends some time with you, teaching you the basics of bows and slings.
Saving game...
Saving done.