Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! ZOmnibus Addon Pack 1.0.6Combines 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: No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Steamtech UI 1.1.4 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Yeek |
Class | Corruptor |
Level / Exp | 25 / 39% |
Size | small |
Lifes / Deaths | Killed by chitinous ritch at level 1 on the 75th Pyre 122nd year of Ascendancy at 21:28 / 5Killed by Lady Nashva the Streambender at level 7 on the 2nd Mirth 122nd year of Ascendancy at 12:08 Killed by Bloodyeek at level 15 on the 30th Dusk 122nd year of Ascendancy at 02:47 Killed by Duxaek the dwarf at level 16 on the 68th Dusk 122nd year of Ascendancy at 19:45 Killed by luminous horror at level 20 on the 79th Dusk 122nd year of Ascendancy at 22:23 |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 13) |
Magic | 72 (base 54) |
Willpower | 39 (base 17) |
Cunning | 53 (base 42) |
Resources
Life | 399/399 |
Vim | 73/130 |
Healing Factor | 1.3 |
Regeneration | 2.015 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +107.19994720145% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 45 |
Accuracy | 22 |
Crit Chance | 36% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 34.25 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Lightning | +21% |
Temporal | +37% |
All | +12% |
Offense: Damage Penetration
Temporal | +12% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 20.575 |
Ranged Defense | 20.575 |
Fatigue | 0 |
Physical Save | 25.4875 |
Spell Save | 42.691666666667 |
Mental Save | 46.375725210387 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 50%( 70%) |
All | 0%( 70%) |
Lightning | + 7%( 70%) |
Light | + 3%( 70%) |
Mind | + 5%( 70%) |
Fire | + 26%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Silence Resistance | 54% |
Disarm Resistance | 21% |
Knockback Resistance | 24% |
Confusion Resistance | 89% |
Stun Resistance | 48% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Strength 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 319 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 272 life. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Yeek | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Corruption / Curses | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Bone Shield |
talent | Overkill |
talent | Blood Fury |
talent | Willful Tormenter |
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 worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by Bloodyeek. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 51. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. * You've found the needed sandworm tooth. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * '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 honey tree root. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within3 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 | traveler's pair of rough leather boots of speed (0 def, 1 armour) traveler's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +24 Physical save: +6 Movement speed: +20% A pair of boots made of leather. |
Light source | Durodradan the alchemist's lamp Durodradan the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 16 dreamforge Damage when the wearer is hit: 13 dreamforge Changes resistances: +5% mind / +7% fire Stun/Freeze immunity: +25% Light radius: +3 Resist all after a teleport: +4% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Splendouroozer the hardened leather cap (0 def, 3 armour) Splendouroozer the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +5% arcane / +9% fire / +8% cold / +7% lightning / +7% acid / +3% light Physical save: +5 Mental save: +10 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Disarm immunity: +21% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
On fingers | conjurer's gold ring of perseverance conjurer's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Stun/Freeze immunity: +23% Life regen: +1.30 Spellpower: +7 Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Emeluseta the Shimmerwaker (32-38.4 power, 5 apr, temporal damage) =crit, temporal= Emeluseta the Shimmerwaker (32-38.4 power, 5 apr, temporal damage) =crit, temporal=Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 32.0 - 38.4 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +4 lightning When wielded/worn: Accuracy: +9 Physical crit. chance: +17.0% Physical power: +9 Damage when the wearer hits(melee): 4 nature / 15 silence Changes resistances penetration: +10% lightning / +12% temporal Changes damage: +9% lightning / +25% temporal Talent granted: +1 Command Staff Critical mult.: +42.00% Spellpower: +20 Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour) spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Physical save: +10 Spell save: +6 Mental save: +4 Mana each turn: +0.12 Spellpower: +6 Spell crit. chance: +5% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Robe of the Archmage (10 def, 10 armour) =archmage= Robe of the Archmage (10 def, 10 armour) =archmage=Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This item has been sent to the Item's Vault. |
Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +2 Mag / +1 Wil Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | serendipitous steel amulet of vision serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 Defense: +7 Changes stats: +7 Lck Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel battleaxe (32-48 power, 2 apr)warbringer's dwarven-steel battleaxe (32-48 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +11 Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +16% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar (6-6.6 power, 18 apr, nature damage)blooming vined mindstar (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +5 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Galestreak the quiver of ash arrows (7/16, 18.5-25.9 power, 7 apr)Galestreak the quiver of ash arrows (7/16, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +28 lightning / +17 bleed Damage conversion: 10% temporal When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
verdant woollen robe of the elements (0 def, 0 armour) verdant woollen robe of the elements (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Damage when the wearer hits(melee): 6 fire / 6 cold / 6 lightning / 6 acid Damage when the wearer is hit: 6 fire / 6 cold / 5 lightning / 5 acid Changes resistances: +4% fire / +5% cold / +5% lightning / +5% acid Changes damage: +6% fire / +6% cold / +7% lightning / +6% acid / +9% nature Life regen: +2.50 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. bladed iron helm (0 def, 3 armour)bladed iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Damage when the wearer is hit: 5 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.85 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Brenedochak' (1 def, 0 armour) linen wizard hat 'Brenedochak' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer is hit: 4 mind Changes resistances: +3% mind Maximum stamina: +5.00 Infravision radius: +3 See stealth: +5 See invisible: +6 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 53%, and attempts to push all creatures other then yourself out of its radius, inflicting 11.89 light damage and 11.89 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
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 302/400. 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
By Bloodyeek the Yeek Corruptor level 16
38th Dusk 122nd year of Ascendancy at 13:21 see stats
By Bloodyeek the Yeek Corruptor level 16
45th Dusk 122nd year of Ascendancy at 07:01 see stats
By Bloodyeek the Yeek Corruptor level 18
76th Dusk 122nd year of Ascendancy at 00:50 see stats
By Bloodyeek the Yeek Corruptor level 21
1st Time of Equilibrium 122nd year of Ascendancy at 17:43 see stats
By Bloodyeek the Yeek Corruptor level 10
1st Summertide 122nd year of Ascendancy at 06:34 see stats
By Bloodyeek the Yeek Corruptor level 20
78th Dusk 122nd year of Ascendancy at 01:02 see stats
By Bloodyeek the Yeek Corruptor level 15
30th Dusk 122nd year of Ascendancy at 07:16 see stats
By Bloodyeek the Yeek Corruptor level 24
34th Haze 122nd year of Ascendancy at 10:26 see stats
By Bloodyeek the Yeek Corruptor level 11
3rd Summertide 122nd year of Ascendancy at 03:33 see stats
By Bloodyeek the Yeek Corruptor level 18
73rd Dusk 122nd year of Ascendancy at 00:31 see stats
By Bloodyeek the Yeek Corruptor level 21
1st Time of Equilibrium 122nd year of Ascendancy at 14:05 see stats
Log
Bloodyeek hits Lisirin the bloated horror for 85 blight damage.
Bloodyeek killed Lisirin the bloated horror!
Talent Soul Rot is ready to use.
Talent Blood Spray is ready to use.
Bloodyeek picks up (b.): warbringer's dwarven-steel battleaxe (32-48 power, 2 apr).
Bloodyeek picks up (e.): Nature's Blessing (8 def, 6 armour).
Bloodyeek picks up (c.): Galestreak the quiver of ash arrows (7/16, 18.5-25.9 power, 7 apr).
Bloodyeek picks up (c.): blooming vined mindstar (6-6.6 power, 18 apr, nature damage).
Bloodyeek picks up (f.): bladed iron helm (0 def, 3 armour).
You pickup 0.55 gold pieces.
Lore found: Nature's Blessing
You can read all your collected lore in the game menu, by pressing Escape.
Talent Blood Grasp is ready to use.
A part of Bloodyeek's bone shield regenerates.
Talent Drain is ready to use.
Resting starts...
Talent Catalepsy is ready to use.
Talent Blood Boil is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: interesting terrain).
Bloodyeek wears: Robe of the Archmage (10 def, 10 armour) =archmage=.
You transfer Nature's Blessing (8 def, 6 armour) =antimagic= to the online item's vault.
Saving done.