












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Writhing One |
Level / Exp | 24 / 85% |
Size | medium |
Lifes / Deaths | Killed by Abdi the krog at level 21 on the 7th Dearth 122nd year of Ascendancy at 13:06 / 2Killed by The Amalgamation at level 24 on the 34th Dearth 122nd year of Ascendancy at 02:32 |
Primary Stats
Strength | 50 (base 40) |
Dexterity | 16 (base 10) |
Constitution | 27 (base 16) |
Magic | 57 (base 54) |
Willpower | 34 (base 13) |
Cunning | 26 (base 11) |
Resources
Life | -199/685 |
Insanity | 22/100 |
Equilibrium | 20 |
Healing Factor | 1.2886945338483 |
Regeneration | 0.32217363346207 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -14.512881812849% |
Spell | 0% |
Global | +121.84483088138% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 40.034954192742 |
See Invisible | 51.034954192742 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 59 |
Accuracy | 42 |
Crit Chance | 14% |
APR | 26 |
Speed | 0.91 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Temporal | +3% |
Blight | +27% |
All | 0% |
Nature | +6% |
Offense: Damage Penetration
Arcane | +5% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 26 (45%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 10 |
Physical Save | 45 |
Spell Save | 36 |
Mental Save | 49 |
Defense: Resistances
Cold | + 23%( 70%) |
Lightning | + 44%( 70%) |
Nature | + 10%( 70%) |
Temporal | + 21%( 70%) |
Blight | + 36%( 70%) |
Physical | + 3%( 70%) |
Fire | -14%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 79% |
Confusion Resistance | 33% |
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Elemental Harmony |
talent | Chaos Orbs |
talent | Chant of Fortress |
detrimental effect | The target nature resistance is reduced by 19%. Lowered nature resistance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target's physical resistance has been reduced by -10%. Weakened Defenses |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 20. Intimidated |
detrimental effect | Movement speed is reduced by 37%. Slow movement |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
detrimental effect | The target fire resistance is reduced by 19%. Lowered fire resistance |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Increases global speed by 22%. Elemental Harmony |
beneficial effect | 2 pustules increasing resistance by 4%. Putrescent Pustule |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 15. | 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 slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 lumberjacks have died. | 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 | ![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +22% Stun/Frz- +22% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +2 Mag dps ---------- Res.pen +20% darkness Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Blind- +23% Confus- +11% ---------- misc Light +6 Infravis +3 See.Stealth +7 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun dps ---------- Mind.crit +1% Dmg.mod +13% blight Acc +6 (+2 eff.) Melee Ret 2 blight ----- def ----- Resists +13% blight Mind.save +18 (+6 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +10 Rings make your fingers look great! |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 temporal +10 light +4 arcane Against +11% Undead On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +3% temporal Res.pen +5% arcane Acc +10 (+3 eff.) ----- def ----- Resists +12% temporal One-handed war axes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+9 eff.) Mind.pwr +10 (+5 eff.) Melee+ 8 nature Dmg.mod +6% nature ----- def ----- Armour +6 Defense +20 (+10 eff.) Fatigue +3% Resists +5% nature Mind.save +6 (+2 eff.) Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T2 light armor [Ego++] Arcane/Psionic While equipped: Stats +3 Str +3 Mag +7 Wil +4 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +14 (+7 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% lightning Mind.save +14 (+4 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con +1 Wil ----- def ----- Defense +7 (+3 eff.) Resists +12% lightning Phys.save +6 (+2 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +13% lightning Stun/Frz- +25% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +16% blight +18% fire +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+3 eff.) Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +7% Resists +15% acid +10% fire +10% physical +17% lightning Spell.save +3 (+2 eff.) ---------- misc Psi/ret +0.12 A suit of armour made of leather. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +1 Con +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) Dmg.mod +9% lightning +12% blight Melee Ret 2 blight ----- def ----- Resists +9% blight +9% lightning Mind.save +9 (+3 eff.) HP.reg +2.00 ---------- misc Light +5 See.Stealth +16 See.Invis +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
By Aldhur the Dwarf Writhing One level 17
7th Wealth 122nd year of Ascendancy at 12:10 see stats
By Aldhur the Dwarf Writhing One level 19
4th Dearth 122nd year of Ascendancy at 17:09 see stats
By Aldhur the Dwarf Writhing One level 23
20th Dearth 122nd year of Ascendancy at 07:51 see stats
By Aldhur the Dwarf Writhing One level 24
25th Dearth 122nd year of Ascendancy at 10:06 see stats
By Aldhur the Dwarf Writhing One level 10
23rd Voratun 122nd year of Ascendancy at 18:02 see stats
By Aldhur the Dwarf Writhing One level 20
5th Dearth 122nd year of Ascendancy at 14:55 see stats
By Aldhur the Dwarf Writhing One level 24
31st Dearth 122nd year of Ascendancy at 18:55 see stats
By Aldhur the Dwarf Writhing One level 13
15th Profit 122nd year of Ascendancy at 14:08 see stats
By Aldhur the Dwarf Writhing One level 9
22nd Voratun 122nd year of Ascendancy at 05:27 see stats
By Aldhur the Dwarf Writhing One level 17
19th Wealth 122nd year of Ascendancy at 21:38 see stats
By Aldhur the Dwarf Writhing One level 18
21st Wealth 122nd year of Ascendancy at 23:12 see stats
By Aldhur the Dwarf Writhing One level 21
7th Dearth 122nd year of Ascendancy at 13:07 see stats
Log
Xodawen the half formed drem uses Dual Strike.
Your shield crumbles under the damage!
The shield around Aldhur crumbles.
Aldhur resists the stunning strike!
Xodawen the half formed drem performs a melee critical strike against Aldhur!
Xodawen the half formed drem hits Aldhur for (34 absorbed), 4 physical, 3 fire, 4 healing, 58 physical, 4 healing (65 total damage) [9 healing].
Melee retaliation hits Xodawen the half formed drem for 2 blight, 9 blight, 3 mind, 2 blight, 9 blight, 2 mind (26 total damage).
Xodawen the half formed drem is free from the decaying ground.
Veleratira the half formed drem stops bleeding.
The Amalgamation casts Augment Despair.
Glorobrerin the half formed drem throws a finishing uppercut.
Aldhur resists the stun!
The Amalgamation hits Aldhur for 26 blight, 13 blight, 10 blight, 8 blight, 6 blight (63 total damage).
Melee retaliation hits Glorobrerin the half formed drem for (1 flat reduction), 0 blight, (7 flat reduction), 0 blight, (2 flat reduction), 0 mind (0 total damage).
Glorobrerin the half formed drem hits Aldhur for 84 physical damage.
Aldhur casts Carrion Feet.
Veleratira the half formed drem summons a Jelly!
Veleratira the half formed drem's mind surges with critical power!
Aldhur becomes more vulnerable to nature.
Gatha the half formed drem is free from the decaying ground.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Aldhur for 59 fire damage.
Gatha the half formed drem uses Steady Shot.
Glorobrerin the half formed drem is free from the decaying ground.
Veleratira the half formed drem is free from the decaying ground.
Veleratira the half formed drem is less vulnerable.
Gatha the half formed drem's Steady Shot hits Aldhur for 92 physical, 28 nature (120 total damage).
The Amalgamation casts Drain.