Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 28 / 43% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 9 on the 52nd Haze 122nd year of Ascendancy at 14:00 1 / 5Killed by Phaak the Bringer of Doom at level 13 on the 6th Allure 123rd year of Ascendancy at 03:35 Killed by lesser vampire at level 20 on the 48th Dusk 123rd year of Ascendancy at 15:02 Killed by fuckwad at level 21 on the 55th Dusk 123rd year of Ascendancy at 04:58 Killed by Cyraldama the greater telugoroth at level 27 on the 47th Haze 123rd year of Ascendancy at 21:44 |
Primary Stats
Strength | 77 (base 58) |
Dexterity | 50 (base 36) |
Constitution | 57 (base 36) |
Magic | 15 (base 10) |
Willpower | 20 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | 900/900 |
Mana | 332/332 |
Stamina | 214/214 |
Paradox | 150 |
Healing Factor | 1 |
Regeneration | 2.15 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | humanoid |
Offense: Mainhand
Damage | 140 |
Accuracy | 47 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 23.6 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +12% |
Physical | -14% |
Arcane | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Physical | +8% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 98.3 (100%) |
Defense | 48.566666666667 |
Ranged Defense | 51.9 |
Fatigue | 58 |
Physical Save | 49.966666666667 |
Spell Save | 30.625 |
Mental Save | 34.275 |
Defense: Resistances
Acid | + 41%( 70%) |
Physical | + 25%( 70%) |
Cold | + 32%( 70%) |
All | + 12%( 70%) |
Lightning | + 49%( 70%) |
Light | + 38%( 70%) |
Temporal | + 19%( 70%) |
Darkness | + 16%( 70%) |
Fire | + 35%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Stun Resistance | 94% |
Poison Resistance | 100% |
Knockback Resistance | 89% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 122 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. |
Class Talents
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield Wall |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by cold drake. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by orc soldier. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost sun paladin from death by ghoul. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +2. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 256. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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! You 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 | Khelyhor the pair of hardened leather boots (0 def, 9 armour) Khelyhor the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Armour: +9 Fatigue: +3% Changes stats: +2 Con Damage when the wearer is hit: 12 acid Changes resistances penetration: +8% physical / +5% acid Physical save: +8 Mental save: +8 A pair of boots made of leather. |
Light source | preserving alchemist's lamp of illusion preserving alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 Changes stats: +2 Con Physical save: +8 Spell save: +7 Mental save: +7 Life regen: +0.90 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cystbutcher the dwarven-steel helm (0 def, 4 armour) Cystbutcher the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +7 Dex / +1 Wil Damage when the wearer hits(melee): 2 acid Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +10% nature Changes damage: +9% acid Mental save: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | alchemist's hardened leather gloves of the starseeker (0 def, 2 armour) alchemist's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +5 Mag / +3 Wil / +2 Cun Damage when the wearer hits(melee): 5 fire / 6 cold / 5 lightning / 6 acid Changes resistances: +5% darkness / +5% light Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 32.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 34 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | voratun ring 'Cobradeath' voratun ring 'Cobradeath'Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Changes stats: +5 Str / +10 Con Damage when the wearer hits(melee): 4 nature Changes resistances: +22% fire / +18% cold / +27% lightning / +26% acid / +12% nature Changes damage: +3% arcane Spell save: +10 Maximum stamina: +38.00 Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | Gloridhebeth the stralite mace (55-77 power, 5 apr) Gloridhebeth the stralite mace (55-77 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Mana each turn: +0.12 Maximum mana: +20.00 Maximum vim: +30.00 Blunt and deadly. |
Around waist | hardened hardened leather belt of the vagrant hardened hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 Changes stats: +2 Con Physical save: +7 Mental save: +7 Mindpower: +5 A belt that goes around your waist. |
In off hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | cashmere cloak of resilience (2 def, 0 armour) cashmere cloak of resilience (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stralite plate armour of the dragon (7 def, 13 armour) stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +3 Str / +3 Con Changes resistances: +10% physical / +5% fire / +5% cold / +8% lightning / +8% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +28% Knockback immunity: +24% A suit of armour made of metal plates. |
Inventory
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleports your randomly (rad 31), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
gold ring of warding gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +18% fire / +13% cold / +15% lightning / +11% acid Rings can have magical properties. |
stabilizing hardened leather belt of shielding stabilizing hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Physical save: +7 It can be used to create a temporary shield that absorbs 224 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 239/400. 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
dwarven-steel torque of thermal psionic shield [power 65] (20 cooldown) dwarven-steel torque of thermal psionic shield [power 65] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire and cold damage by 65 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown) hateful dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 75 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By fuckwad the Skeleton Bulwark level 27
41st Haze 123rd year of Ascendancy at 14:41 see stats
By fuckwad the Skeleton Bulwark level 26
35th Haze 123rd year of Ascendancy at 03:01 see stats
By fuckwad the Skeleton Bulwark level 13
6th Allure 123rd year of Ascendancy at 04:56 see stats
By fuckwad the Skeleton Bulwark level 9
52nd Dusk 122nd year of Ascendancy at 20:03 see stats
By fuckwad the Skeleton Bulwark level 22
8th Haze 123rd year of Ascendancy at 00:57 see stats
By fuckwad the Skeleton Bulwark level 16
32nd Regrowth 123rd year of Ascendancy at 09:28 see stats
By fuckwad the Skeleton Bulwark level 21
6th Haze 123rd year of Ascendancy at 15:49 see stats
By fuckwad the Skeleton Bulwark level 18
39th Pyre 123rd year of Ascendancy at 10:39 see stats
By fuckwad the Skeleton Bulwark level 10
54th Haze 122nd year of Ascendancy at 03:47 see stats
By fuckwad the Skeleton Bulwark level 20
1st Dusk 123rd year of Ascendancy at 02:33 see stats
By fuckwad the Skeleton Bulwark level 8
29th Dusk 122nd year of Ascendancy at 04:44 see stats
By fuckwad the Skeleton Bulwark level 27
40th Haze 123rd year of Ascendancy at 03:18 see stats
By fuckwad the Skeleton Bulwark level 20
14th Dusk 123rd year of Ascendancy at 17:41 see stats
By fuckwad the Skeleton Bulwark level 7
6th Dusk 122nd year of Ascendancy at 15:07 see stats
By fuckwad the Skeleton Bulwark level 20
14th Dusk 123rd year of Ascendancy at 16:49 see stats
By fuckwad the Skeleton Bulwark level 12
5th Decay 122nd year of Ascendancy at 11:46 see stats
By fuckwad the Skeleton Bulwark level 21
60th Dusk 123rd year of Ascendancy at 02:34 see stats
By fuckwad the Skeleton Bulwark level 15
4th Regrowth 123rd year of Ascendancy at 04:13 see stats
By fuckwad the Skeleton Bulwark level 25
33rd Haze 123rd year of Ascendancy at 13:28 see stats
Log
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
There is no way out of this level here.
Hotkey page 2 is now displayed.
Space around you starts to dissolve...
Hotkey page 1 is now displayed.
Resting starts...
You are yanked out of this place!
Rested for 34 turns (stop reason: all resources and life at maximum).
You gain 17.50 gold from the transmogrification of Nature's Blessing (8 def, 6 armour).
You gain 4.92 gold from the transmogrification of tormentor's woollen robe (0 def, 0 armour).
You gain 1.61 gold from the transmogrification of shimmering cashmere robe of clarity (2 def, 0 armour).
You gain 2.45 gold from the transmogrification of yew magestaff of might (20-24 power, 4 apr, lightning damage).
You gain 4.63 gold from the transmogrification of arcing dwarven-steel longsword of ruin (25-35 power, 4 apr).
You gain 2.60 gold from the transmogrification of sneak's phase door rune (range 7; power 27; dur 5).
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Saving done.
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.