











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Items Vault 1.7.6Donators/Buyers bonus! Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 645% |
Size | big |
Lifes / Deaths | Killed by Jack at level 50 on the 45th Stralite 123rd year of Ascendancy at 00:49 7 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 61 (base 60) |
Dexterity | 15.42384897558 (base 12) |
Constitution | 65 (base 59) |
Magic | 13 (base 10) |
Willpower | 54 (base 50) |
Cunning | 15 (base 10) |
Resources
Life | 2079/2079 |
Stamina | 327/407 |
Equilibrium | 30 |
Healing Factor | 1.6041355335886 |
Regeneration | 15.671316007213 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Stealth | 15 |
See Invisible | 21 |
Offense: Mainhand
Damage | 81 |
Accuracy | 36 |
Crit Chance | 17% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
Nature | +20% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 52.926519666065 (94.051442452011%) |
Defense | 37 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 78 |
Mental Save | 50 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 20%( 70%) |
Physical | 0%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Light | + 30%( 70%) |
Mind | + 15%( 70%) |
Fire | + 35%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 0% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.80 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by mountain troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by thought-forged warrior. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | 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. | active |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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 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: 1272. | 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. 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 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 too late. The place has been drained of its power and the sorcerers have left. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Dex / +2 Cun / +6 Con / +8 Lck Changes resistances penetration: +15% lightning Reduces incoming crit damage: 10.00% Stealth bonus: +6 See invisible: +6 A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 4192.69 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Crafted 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 (+4 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. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +4.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
In off hand | ![]() Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+6 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 39 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +7% acid / +9% cold Allows you to breathe in: water A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() blink rune (range 8; phase 19; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
![]() ethereal rune (power 22; resist 33%; move 61%; dur 5; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 61% faster, and you are invisible (power 22). 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. |
![]() shatter afflictions rune (absorb 119; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 119 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. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 6.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 283.88 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Plaguekill the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +15 (+6 eff.) Changes stats: +3 Str Changes resistances: +30% lightning / +5% physical / +21% nature Changes damage: +12% arcane Physical save: +22 (+5 eff.) Stun/Freeze immunity: +50% Stamina each turn: +3.74 Amulets make your neck look great! |
![]() 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 (+27 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 200 power out of 107/200. 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." |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Greenterror (43-60 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +25% Undead When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 49% Changes stats: +8 Dex / +10 Mag / +6 Cun Changes resistances penetration: +25% cold / +31% temporal Reduces incoming crit damage: 18.70% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Blunt and deadly. |
![]() truestriking voratun mace (46-64 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+7 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Blunt and deadly. |
![]() truestriking voratun waraxe of massacre (54-75 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +12 Changes resistances penetration: +15% physical One-handed war axes. |
![]() slime-covered voratun dagger of massacre (52-68 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 49% Sharp, short and deadly. |
![]() honing living mindstar of frost (15-16 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +20 Damage (Melee): 20 cold Changes stats: +4 Cun / +3 Wil Changes resistances: +10% physical / +20% cold Changes resistances penetration: +8% physical / +16% cold Changes damage: +8% physical / +20% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blazebringer's dragonbone longbow of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +128 fire When wielded/worn: Changes stats: +23 Con / +21 Wil Changes resistances penetration: +32% fire Maximum life: +117.00 Global speed: +15% Longbows are used to shoot arrows at your foes. |
![]() enhanced dragonbone longbow of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +15 Str / +20 Dex / +18 Mag / +38 Wil / +18 Cun / +40 Con Maximum life: +123.00 Longbows are used to shoot arrows at your foes. |
![]() barbed quiver of dragonbone arrows of wind (24/24, 71-99 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +20.0% Capacity: 24 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.5 - 38.5 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+8 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() Requires: - Shield usage training - Strength 24 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() coruscating voratun shield (0 def, 10 armour, 68-81 power, 210.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 Damage (Melee): +20 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 29 fire Changes stats: +5 Str Changes resistances: +19% fire Talent granted: +1 Block Handheld deflection devices. |
![]() focusing elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +16% blight / +15% all Life regen: +6.00 Mana each turn: +0.40 Psi each turn: +0.29 Maximum life: +95.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.34 to 127.03 lightning damage (84.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() drakeskin leather armour 'Sleetsweeper' (20 def, 22 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +20 (+8 eff.) Fatigue: +8% Changes stats: +7 Str / +13 Dex Changes resistances: +24% acid / +6% arcane Changes damage: +27% cold Spell save: +22 (+5 eff.) Disarm immunity: +25% A suit of armour made of leather. |
![]() impenetrable voratun mail armour of Eyal (5 def, 29 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +5 (+3 eff.) Fatigue: +12% Life regen: +10.00 Maximum life: +77.00 Healing mod.: +19% A suit of armour made of mail. |
![]() enlightening voratun plate armour of temporal resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Cun / +9 Wil Changes resistances: +21% temporal Mental save: +21 (+7 eff.) A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of lightning resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +28% lightning Life regen: +8.00 Stamina each turn: +1.90 A suit of armour made of metal plates. |
![]() elven-silk cloak of fog (12 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Changes resistances: +19% light / +25% fire Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Mag / +5 Wil Spell save: +15 (+3 eff.) Maximum mana: +76.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of drakeskin leather boots of evasion (16 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+6 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() pair of voratun boots of void walking (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +22% darkness / +28% temporal Changes resistances penetration: +16% darkness / +19% temporal Defense after a teleport: +24 Resist all after a teleport: +18% New effects duration reduction after a teleport: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() eldritch elven-silk wizard hat of light (+30%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +30% light Changes damage: +20% light Mana each turn: +3.00 Mana when hit: +2.90 Maximum mana: +88.00 Spellpower: +8 (+7 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() stabilizing elven-silk wizard hat of frost (+28%) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +10 Wil Changes resistances: +28% cold Changes damage: +19% cold Physical save: +15 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() 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 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. |
![]() quick voratun torque of mindblast [power 340] (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 340 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Eclipsetickler the dragonbone totem of thorny skin [power 90] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +10 Changes stats: +14 Str / +3 Con Changes resistances: +18% light Changes resistances penetration: +25% darkness Reduces incoming crit damage: 18.70% Knockback immunity: +25% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 56% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Jack the Dwarf Bulwark level 28
19th Shortage 122nd year of Ascendancy at 10:26 see stats
By Jack the Dwarf Bulwark level 15
13rd Dearth 122nd year of Ascendancy at 08:39 see stats
By Jack the Dwarf Bulwark level 25
16th Loss 122nd year of Ascendancy at 19:54 see stats
By Jack the Dwarf Bulwark level 16
18th Dearth 122nd year of Ascendancy at 14:05 see stats
By Jack the Dwarf Bulwark level 31
26th Steel 123rd year of Ascendancy at 00:05 see stats
By Jack the Dwarf Bulwark level 29
24th Shortage 122nd year of Ascendancy at 02:16 see stats
By Jack the Dwarf Bulwark level 35
19th Gold 123rd year of Ascendancy at 21:06 see stats
By Jack the Dwarf Bulwark level 19
39th Dearth 122nd year of Ascendancy at 00:01 see stats
By Jack the Dwarf Bulwark level 28
2nd Shortage 122nd year of Ascendancy at 05:11 see stats
By Jack the Dwarf Bulwark level 16
25th Dearth 122nd year of Ascendancy at 01:54 see stats
By Jack the Dwarf Bulwark level 42
39th Stralite 123rd year of Ascendancy at 01:19 see stats
By Jack the Dwarf Bulwark level 15
13rd Dearth 122nd year of Ascendancy at 07:40 see stats
By Jack the Dwarf Bulwark level 50
45th Stralite 123rd year of Ascendancy at 00:47 see stats
By Jack the Dwarf Bulwark level 10
18th Wealth 122nd year of Ascendancy at 09:12 see stats
By Jack the Dwarf Bulwark level 20
9th Loss 122nd year of Ascendancy at 18:50 see stats
By Jack the Dwarf Bulwark level 30
24th Shortage 122nd year of Ascendancy at 02:16 see stats
By Jack the Dwarf Bulwark level 40
11st Stralite 123rd year of Ascendancy at 07:40 see stats
By Jack the Dwarf Bulwark level 50
44th Stralite 123rd year of Ascendancy at 22:51 see stats
By Jack the Dwarf Bulwark level 42
26th Stralite 123rd year of Ascendancy at 15:56 see stats
By Jack the Dwarf Bulwark level 40
24th Stralite 123rd year of Ascendancy at 23:37 see stats
By Jack the Dwarf Bulwark level 28
20th Loss 122nd year of Ascendancy at 10:32 see stats
By Jack the Dwarf Bulwark level 50
45th Stralite 123rd year of Ascendancy at 00:49 see stats
By Jack the Dwarf Bulwark level 3
18th Voratun 122nd year of Ascendancy at 14:55 see stats
By Jack the Dwarf Bulwark level 3
18th Voratun 122nd year of Ascendancy at 14:55 see stats
By Jack the Dwarf Bulwark level 30
24th Shortage 122nd year of Ascendancy at 07:08 see stats
By Jack the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 17:17 see stats
By Jack the Dwarf Bulwark level 50
45th Stralite 123rd year of Ascendancy at 00:47 see stats
By Jack the Dwarf Bulwark level 15
13rd Dearth 122nd year of Ascendancy at 08:39 see stats
By Jack the Dwarf Bulwark level 18
37th Dearth 122nd year of Ascendancy at 10:16 see stats
By Jack the Dwarf Bulwark level 9
18th Wealth 122nd year of Ascendancy at 02:18 see stats
By Jack the Dwarf Bulwark level 25
15th Loss 122nd year of Ascendancy at 04:08 see stats
By Jack the Dwarf Bulwark level 17
36th Dearth 122nd year of Ascendancy at 06:36 see stats
By Jack the Dwarf Bulwark level 23
13rd Loss 122nd year of Ascendancy at 06:19 see stats
Log
Bloodcaller hits Jack for 241 healing, 125 healing (0 total damage) [366 healing].
Jack hits Dread for 6009 fire damage.
Jack hits Argoniel for 3115 fire damage.
Decrepitude Disease from Argoniel hits Jack for (4 blocked), 0 blight (0 total damage).
Acid Splash from Argoniel hits Jack for (1 blocked), 0 acid (0 total damage).
Jack killed Dread!
Cold drake hatchling's morale has been lowered.
Jack rushes out!
Jack performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Honorary Roguelike Win (Nightmare (Adventure) difficulty)!
New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Corpathus bursts open, unleashing a horrific mass!
Jack hits Argoniel for 3994 physical damage.
Jack receives 160 healing from Bloodcaller.
Jack killed Argoniel!
Jack breathes fire!
Jack's mind surges with critical power!
Talent Shield Pummel is ready to use.
Decrepitude Disease from Argoniel hits Jack for (3 blocked), 0 blight (0 total damage).
Acid Splash from Argoniel hits Jack for (1 blocked), 0 acid (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Nightmare (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Insane
Saving game...
Saving done.