Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 27 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Zubodawyn the gigantic corrosive tunneler at level 26 on the 50th Dusk 122nd year of Ascendancy at 20:25 / 2Killed by multi-hued drake at level 27 on the 59th Dusk 122nd year of Ascendancy at 07:09 |
Primary Stats
| Strength | 49 (base 42) |
| Dexterity | 22 (base 10) |
| Constitution | 59 (base 38) |
| Magic | 52 (base 43) |
| Willpower | 28 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -248/1092 |
| Positive | 0/78 |
| Stamina | 15/243 |
| Healing Factor | 1.57096069869 |
| Regeneration | 8.9423387087695 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 35 |
| Crit Chance | 39% |
| APR | 14 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | -19% |
Defense: Base
| Armour (hardiness) | 94.416050405667 (100%) |
| Defense | 0 |
| Ranged Defense | 29 |
| Fatigue | 52 |
| Physical Save | 34 |
| Spell Save | 2 |
| Mental Save | -42 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
| Pinning Resistance | 5% |
| Poison Resistance | 14% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 44 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 11 turns. While Heroism is active, you will only die when reaching -256 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortress |
| talent | Shield of Light |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 12% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The target is cursed, reducing all damage done by 19%. Curse of Impotence |
| detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is cursed, reducing defence and all saves by 46. Curse of Defenselessness |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 56.92 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
| detrimental effect | The target is on fire, taking 51.62 fire damage per turn. Burning |
| detrimental effect | You have taken root becoming one with nature. Or at least the ground. Your health, armor, and armor hardiness are improved but you cannot move. You have taken root! |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the worried loremaster from death by Dahlia. Escort: worried loremaster (level 3 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. * You've found the needed black mamba head. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Eilinurita' (9 def, 16 armour) pair of drakeskin leather boots 'Eilinurita' (9 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+8 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +5% Changes stats: +9 Mag Changes resistances: +15% acid / +3% physical / +15% lightning / +3% nature / +13% fire / +6% arcane / +14% cold Changes damage: +9% acid / +10% blight Spell save: +20 (+19 eff.) Disease immunity: +50% Pinning immunity: +5% Teleport immunity: +10% Spellpower: +16 (+5 eff.) A pair of boots made of leather. |
| Light source | Beluldaba BeluldabaPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 12 blight / 10 fire Changes stats: +1 Wil Changes resistances: +6% fire / +3% physical Changes damage: +6% physical Spellpower: +2 (+0 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Viperclash' (0 def, 3 armour) hardened leather cap 'Viperclash' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% light / +14% darkness Physical save: +20 (+9 eff.) Maximum life: +30.00 Maximum stamina: +20.00 A cap made of leather. |
| On hands | Durulen the Undeathpyre (0 def, 2 armour) Durulen the Undeathpyre (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 11 temporal / 22 darkness / 18 mind Damage (Ranged): 13 temporal Changes resistances: +11% temporal Changes resistances penetration: +5% nature / +15% temporal Changes damage: +9% nature / +8% temporal Critical mult.: +8.00% Mental save: -12 (-12 eff.) Spell crit. chance: +10% Mindpower: +5 (+3 eff.) Mental crit. chance: +11% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 9/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | treant's steel ring of misery treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Cun Changes resistances: +6% nature / +6% blight Poison immunity: +14% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| 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 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | wanderer's gold amulet of willpower (+5) wanderer's gold amulet of willpower (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +2 Wil / +4 Cun / +5 Con Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | stralite waraxe 'Scummonster' (44-61.6 power, 5 apr) stralite waraxe 'Scummonster' (44-61.6 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% Burst (radius 1) on hit: +8 nature / +8 acid When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +9 Physical crit. chance: +10.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex Changes resistances: +3% nature Changes resistances penetration: +20% acid Changes damage: +3% arcane Critical mult.: +16.00% One-handed war axes. |
| Around waist | Sunusher the hardened leather belt Sunusher the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+10 eff.) Ranged Defense: +11 (+5 eff.) Changes stats: +6 Con Changes resistances: +3% physical / +11% cold / +10% fire Grants telepathy: Humanoid/Orc Life regen: +1.80 Only die when reaching: -100.00 life Light radius: +3 A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+7 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | cashmere cloak 'Oakjam' (2 def, 0 armour) cashmere cloak 'Oakjam' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 12 nature Changes stats: +3 Cun / +2 Dex Changes resistances: +6% nature Changes damage: +6% nature / +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glotha the Chargecrypt (5 def, 11 armour) Glotha the Chargecrypt (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+4 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 light Changes stats: +3 Str / +4 Con Changes resistances: +8% acid / +9% physical / +18% light / +10% fire / +5% cold / +21% lightning Changes damage: +18% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +28% Knockback immunity: +32% A suit of armour made of metal plates. |
Inventory
Unrifast UnrifastPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +2 Mag Changes resistances: +22% light Changes resistances penetration: +15% temporal Changes damage: +11% light / +9% blight Spell save: +6 (+6 eff.) Rings can have magical properties. |
Xanolenn (0 def, 3 armour) =water= Xanolenn (0 def, 3 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% darkness / +7% cold Allows you to breathe in: water Physical save: +6 (+3 eff.) Disease immunity: +25% Silence immunity: +20% Disarm immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron pickaxe of endurance (dig speed 37 turns) =dig= iron pickaxe of endurance (dig speed 37 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 after 40 turns, 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. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dahlia the Cornac Sun Paladin level 17
5th Dusk 122nd year of Ascendancy at 04:31 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Dahlia the Cornac Sun Paladin level 25
45th Dusk 122nd year of Ascendancy at 15:07 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Dahlia the Cornac Sun Paladin level 10
78th Pyre 122nd year of Ascendancy at 06:10 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Dahlia the Cornac Sun Paladin level 20
21st Dusk 122nd year of Ascendancy at 19:10 see stats
Lost in translation (Madness (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dahlia the Cornac Sun Paladin level 9
78th Pyre 122nd year of Ascendancy at 05:55 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dahlia the Cornac Sun Paladin level 22
34th Dusk 122nd year of Ascendancy at 22:58 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Dahlia the Cornac Sun Paladin level 24
45th Dusk 122nd year of Ascendancy at 03:38 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Dahlia the Cornac Sun Paladin level 13
7th Mirth 122nd year of Ascendancy at 05:12 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Dahlia the Cornac Sun Paladin level 27
58th Dusk 122nd year of Ascendancy at 16:20 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dahlia the Cornac Sun Paladin level 24
42nd Dusk 122nd year of Ascendancy at 12:31 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dahlia the Cornac Sun Paladin level 16
3rd Dusk 122nd year of Ascendancy at 01:55 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Dahlia the Cornac Sun Paladin level 26
50th Dusk 122nd year of Ascendancy at 20:25 see stats
Log
Something hits Something for 259 cold damage.
Something hits Dahlia for 2 light, 1 fire, 1 nature, 1 blight, 1 darkness (6 total damage).
Something hits Something for 2 lightning damage.
Dahlia killed Golem (servant of Yviyara the snow giant boulder thrower)!
Dahlia is dazed!
Dahlia is not dazed anymore.
Dahlia damages herself through Martyrdom!
Something hits Dahlia for 7 cold, 2 light, 1 fire, 1 nature, 1 blight, 1 darkness (13 total damage).
Dahlia hits Something for 20 light, 26 fire, 12 nature, 9 blight, 16 darkness (84 total damage).
Dahlia is confused and fails to use Shield Pummel.
Dahlia deactivates Second Life.
Dahlia has been healed by a blast of positive energy!
Dahlia is on fire!
Dahlia damages herself through Martyrdom!
Something hits Dahlia for 0 lightning damage.
Something hits Dahlia for 108 fire damage.
Dahlia hits Something for 20 light, 23 fire, 12 nature, 9 blight, 16 darkness (81 total damage).
Dahlia receives 400 healing.
Something hits Dahlia for 1 physical damage.
Something hits Dahlia for 2 light, 1 fire, 1 nature, 1 blight, 1 darkness (5 total damage).
Talent Assault is ready to use.
Burning from Multi-hued drake hits Dahlia for 15 fire damage.
Something damages himself through Martyrdom!
Something hits Dahlia for 247 lightning damage.
Something hits Dahlia for 70 physical damage.
Dahlia hits Something for 0 lightning damage.
Dahlia is confused and fails to use Shield Pummel.
Saving game...
