










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 21 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by dread at level 11 on the 27th Haze 122nd year of Ascendancy at 23:19 1 / 4Killed by orc corruptor at level 11 on the 28th Haze 122nd year of Ascendancy at 01:45 Killed by orc corruptor at level 11 on the 28th Haze 122nd year of Ascendancy at 02:19 Killed by Islithra the assassin at level 16 on the 2nd Regrowth 123rd year of Ascendancy at 16:02 |
| Antimagic | Follower |
Primary Stats
| Strength | 65 (base 50) |
| Dexterity | 12 (base 11) |
| Constitution | 32 (base 28) |
| Magic | 10 (base 10) |
| Willpower | 52 (base 26) |
| Cunning | 21 (base 10) |
Resources
| Life | 797/797 |
| Stamina | 225/225 |
| Equilibrium | 30 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 5.5754729086992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 26.970039208598 |
| See Invisible | 37.970039208598 |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 36 |
| Crit Chance | 29% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Physical | +5% |
| Mind | +29% |
| All | +2% |
| Darkness | +8% |
| Light | +14% |
| Lightning | +8% |
| Fire | +15% |
| Nature | +40% |
Offense: Damage Penetration
| Mind | +5% |
| Darkness | +10% |
| Light | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 60.723073231957 (96.438666929426%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 29 |
| Physical Save | 26 |
| Spell Save | 30 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 18%( 70%) |
| Cold | + 26%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
| Bleed Resistance | 10% |
| Confusion Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Antimagic Shield |
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 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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * You've found the needed warg claw. 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 needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of serendipity. 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 dwarven-steel boots 'Natureclash' (30 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +30 (+10 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +9% acid / +7% fire / +8% lightning / +9% cold Changes resistances penetration: +10% darkness Changes damage: +18% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Unlightsnake'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +20 (+7 eff.) Changes stats: +4 Str Changes resistances: +9% fire Changes damage: +6% darkness Blindness immunity: +24% Confusion immunity: +15% Light radius: +7 See stealth: +5 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Radiancewaker' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Fatigue: +4% Changes stats: +1 Dex Changes resistances: +8% lightning / +5% temporal / +6% blight Changes damage: +6% light Stamina each turn: +1.00 Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | powerful ash totem of healing [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | IslorebaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% fire / +6% nature / +3% cold Changes damage: +13% fire Spell save: +6 (+3 eff.) Cut immunity: +10% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | GleamransomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +22% acid / +6% mind Changes resistances penetration: +5% mind Changes damage: +11% acid / +27% mind Rings make your fingers look great! |
| Around waist | insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
| In main hand | stralite battleaxe 'Blindmalice' (46-70 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +9 darkness Damage (radius 1) on hit: +12 darkness Damage against: +13% Living When wielded/worn: Changes stats: +7 Str Spell save: +3 (+1 eff.) See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
| On hands | Spellhunt Remnants (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+5 eff.) Maximum life: +80.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | Tulineg the Airsun (0 def, 18 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Fatigue: +22% Changes resistances: +3% blight / +9% mind / +9% light Changes damage: +6% lightning Maximum life: +20.00 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Glarevile' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Str / +4 Wil / +3 Cun / +1 Con Changes resistances: +3% mind Changes damage: +6% light Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | PureburstInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +5 (+2 eff.) Changes stats: +3 Con / +4 Wil Changes resistances: +3% nature Changes resistances penetration: +5% light Changes damage: +3% physical Amulets make your neck look great! |
Inventory
Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Aerugathel the dwarven-steel greatmaul (46-68 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.5 - 68.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +12% acid Changes resistances penetration: +10% mind Mindpower: +15 (+6 eff.) Massive two-handed mauls. |
dwarven-steel greatmaul 'Eilinothra' (52-79 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +3 Wil / +1 Cun / +3 Con Changes resistances: +6% acid Massive two-handed mauls. |
regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Wil / +2 Con Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Flashransom' (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% light Changes resistances penetration: +5% nature / +5% fire Changes damage: +15% light / +3% fire Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Haliroddakan the hardened leather cap (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Wil / +3 Cun / +5 Con Mindpower: +4 (+2 eff.) Light radius: +3 A cap made of leather. |
cashmere wizard hat 'Bleakblight' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +5 Cun / +3 Con Changes resistances: +3% cold Changes resistances penetration: +5% darkness Reduces incoming crit damage: 5.00% Mental save: +9 (+5 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
steel mail armour of the deep (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Belemira the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 mind Changes stats: +3 Str / +3 Mag Changes damage: +9% acid Reduces incoming crit damage: 10.00% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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)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. |
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) 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Secondation the Cornac Berserker level 11
28th Haze 122nd year of Ascendancy at 03:09 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Secondation the Cornac Berserker level 13
35th Haze 122nd year of Ascendancy at 22:50 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Secondation the Cornac Berserker level 15
76th Haze 122nd year of Ascendancy at 11:16 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Secondation the Cornac Berserker level 18
10th Regrowth 123rd year of Ascendancy at 10:08 see stats
Earth Master
Killed Harkor'Zun.By Secondation the Cornac Berserker level 19
28th Regrowth 123rd year of Ascendancy at 01:46 see stats
Exterminator
Killed 1000 creatures.By Secondation the Cornac Berserker level 19
18th Regrowth 123rd year of Ascendancy at 20:22 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Secondation the Cornac Berserker level 21
49th Regrowth 123rd year of Ascendancy at 23:15 see stats
Level 10
Got a character to level 10.By Secondation the Cornac Berserker level 10
21st Haze 122nd year of Ascendancy at 13:16 see stats
Level 20
Got a character to level 20.By Secondation the Cornac Berserker level 20
28th Regrowth 123rd year of Ascendancy at 04:23 see stats
Poisonous
Sided with the assassin lord.By Secondation the Cornac Berserker level 18
14th Regrowth 123rd year of Ascendancy at 13:21 see stats
Size matters
Did over 600 damage in one attack.By Secondation the Cornac Berserker level 18
11st Regrowth 123rd year of Ascendancy at 21:42 see stats
The Arena
Unlocked Arena mode.By Secondation the Cornac Berserker level 9
15th Haze 122nd year of Ascendancy at 15:37 see stats
The secret city
Discovered the truth about mages.By Secondation the Cornac Berserker level 9
17th Haze 122nd year of Ascendancy at 16:32 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Secondation the Cornac Berserker level 18
11st Regrowth 123rd year of Ascendancy at 21:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Secondation the Cornac Berserker level 17
7th Regrowth 123rd year of Ascendancy at 08:58 see stats
Log
Splash screen unlocked: Derth
Quest 'Storming the city' completed! (Press 'j' to see the quest log)
Secondation deactivates Daunting Presence.
Secondation activates Daunting Presence.
Secondation deactivates Berserker Rage.
Secondation activates Berserker Rage.
Secondation deactivates Antimagic Shield.
Secondation activates Antimagic Shield.
You gain 24.00 gold from the transmogrification of 2 onyx.
You gain 24.00 gold from the transmogrification of 3 topaz.
You gain 32.00 gold from the transmogrification of 4 aquamarine.
You gain 48.00 gold from the transmogrification of 6 amethyst.
You gain 48.00 gold from the transmogrification of 6 opal.
You gain 12.00 gold from the transmogrification of garnet.
You gain 12.00 gold from the transmogrification of lapis lazuli.
Today is the 50th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
There is a Zigur (Town) 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 game...
Saving done.
Saving game...
Saving done.




































































