Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 24 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by elven tempest at level 24 on the 21st Pyre 123rd year of Ascendancy at 06:37 / 1 |
Primary Stats
| Strength | 76 (base 54) |
| Dexterity | 11.110294715748 (base 11) |
| Constitution | 58 (base 49) |
| Magic | 8 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -39/771 |
| Stamina | 172/199 |
| Healing Factor | 1.1348475292128 |
| Regeneration | 11.118906621079 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +758% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 27 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Physical | +20% |
| Lightning | +7% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 18.388603150512 |
| Ranged Defense | 18.388603150512 |
| Fatigue | 0 |
| Physical Save | 57.372206303195 |
| Spell Save | 57.105539636528 |
| Mental Save | 55.516666666667 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 29%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 22%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 323 life. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker |
| talent | Chant of Fortitude |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 728% faster. Wild Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 6 life each turn and its healing modifier has been increased by 13%. Recovery |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 11 and doing 38.90 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by umbral horror. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength 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 huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 32. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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 |
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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour) dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +7 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of the forge nightwalker's alchemist's lamp of the forgeInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Changes stats: +3 Wil Damage when the wearer hits(melee): 15 dreamforge Damage when the wearer is hit: 17 dreamforge Changes resistances: +5% mind / +7% fire Critical mult.: +13.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 16 turns) dwarven-steel pickaxe of wreckage (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +4 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 5 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Neruredhemina the Venomtorrent Neruredhemina the VenomtorrentCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 Damage when the wearer hits(melee): 2 nature Changes resistances: +6% darkness Changes damage: +3% nature Spell save: +17 A belt that goes around your waist. |
| In main hand | Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 80% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Physical power: +6 Armour: +1 Changes stats: +2 Str Physical save: +5 Mental save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | cashmere cloak 'Islamina' (2 def, 0 armour) cashmere cloak 'Islamina' (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Defense: +2 Fatigue: -4% Changes stats: +1 Dex / +2 Wil / +1 Cun Mental save: +10 Psi when firing a critical mind attack: +4.00 Psi per kill: +1.00 Maximum psi: +10.00 Life regen bonus (wilder-summons): +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Coalweeper' gold amulet 'Coalweeper'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 darkness / 2 blight Changes resistances: +9% darkness / +3% blight Changes resistances penetration: +5% blight Blindness immunity: +24% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Inventory
heroism infusion (+5 for 11 turns, die at -160) heroism infusion (+5 for 11 turns, die at -160)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 11 turns. Also while Heroism is active, you will only die when reaching -160 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
enraging steel amulet enraging steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
gold ring of corrosion (+24%) gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
resilient cashmere cloak of fog (8 def, 0 armour) resilient cashmere cloak of fog (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes resistances: +15% light / +15% fire Stealth bonus: +7 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. silk robe of power (3 def, 0 armour)silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +7% physical / +7% arcane / +9% fire / +8% cold / +9% lightning / +13% acid / +10% nature / +9% blight Spellpower: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Emesera the dwarven-steel plate armour (5 def, 11 armour) Emesera the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when the wearer hits(melee): 2 arcane Changes resistances: +5% arcane / +20% fire A suit of armour made of metal plates. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Judau the Thalore Berserker level 18
78th Dusk 122nd year of Ascendancy at 14:23 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Judau the Thalore Berserker level 15
58th Dusk 122nd year of Ascendancy at 22:46 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Judau the Thalore Berserker level 20
79th Haze 122nd year of Ascendancy at 23:56 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Judau the Thalore Berserker level 16
59th Dusk 122nd year of Ascendancy at 08:05 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Judau the Thalore Berserker level 23
7th Pyre 123rd year of Ascendancy at 06:44 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Judau the Thalore Berserker level 18
78th Dusk 122nd year of Ascendancy at 13:55 see stats
Level 10 (Roguelike)
Got a character to level 10.By Judau the Thalore Berserker level 10
1st Summertide 122nd year of Ascendancy at 21:43 see stats
Level 20 (Roguelike)
Got a character to level 20.By Judau the Thalore Berserker level 20
40th Haze 122nd year of Ascendancy at 04:05 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Judau the Thalore Berserker level 14
40th Dusk 122nd year of Ascendancy at 09:22 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Judau the Thalore Berserker level 19
16th Haze 122nd year of Ascendancy at 16:21 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Judau the Thalore Berserker level 7
5th Mirth 122nd year of Ascendancy at 08:12 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Judau the Thalore Berserker level 18
78th Dusk 122nd year of Ascendancy at 14:23 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Judau the Thalore Berserker level 19
16th Haze 122nd year of Ascendancy at 15:42 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Judau the Thalore Berserker level 19
11st Haze 122nd year of Ascendancy at 05:38 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Judau the Thalore Berserker level 10
1st Dusk 122nd year of Ascendancy at 08:36 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Judau the Thalore Berserker level 12
17th Dusk 122nd year of Ascendancy at 07:55 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers compound.By Judau the Thalore Berserker level 19
10th Haze 122nd year of Ascendancy at 12:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Judau the Thalore Berserker level 21
38th Regrowth 123rd year of Ascendancy at 11:15 see stats
Log
Elven tempest hits Elven tempest for 8 lightning damage.
Elven tempest hits Mean looking elven guard for 8 lightning damage.
Elven tempest hits Elven corruptor for 7 lightning damage.
Elven tempest hits Judau for 6 lightning damage.
Weakness Disease from Elven cultist hits Elven warrior for 37 blight damage.
Mean looking elven guard hits Judau for 114 physical damage.
Decrepitude Disease from Elven cultist hits Judau for 29 blight damage.
Ce'Nyta the elven cultist casts Virulent Disease.
Judau resists the disease!
A shield forms around Judau.
A barrier bursts from the leather jacket!
Quasit rushes out!
Quasit misses Judau.
Elven tempest casts Lightning.
Elven tempest's spell attains critical power!
Your shield crumbles under the damage!
The shield around Judau crumbles.
Quasit rushes out!
Quasit is on fire!
Mean looking elven guard activates Secrets of the Eternals.
Elven tempest's spell attains critical power!
Elven tempest casts Timeless.
Elven tempest is free from the decrepitude disease.
Elven mage activates Secrets of the Eternals.
Elven tempest casts Lightning.
Saving game...
