











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! No more creaky door 1.2.5Got rid of the most anoying door creaks. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 12 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 6 on the 1st Acquisition 122nd year of Ascendancy at 01:36 0 / 5Killed by Cyrera the black bear at level 7 on the 1st Acquisition 122nd year of Ascendancy at 19:21 Killed by Mayyriada the cave troll at level 7 on the 2nd Acquisition 122nd year of Ascendancy at 00:55 Killed by Eliwyn the warg at level 9 on the 5th Profit 122nd year of Ascendancy at 22:04 Killed by Yvutha the armoured skeleton warrior at level 12 on the 11st Profit 122nd year of Ascendancy at 03:55 |
Primary Stats
| Strength | 42 (base 37) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 35 (base 28) |
| Cunning | 14 (base 10) |
Resources
| Life | -8/424 |
| Hate | 80/100 |
| Healing Factor | 0.95665620427441 |
| Regeneration | 0.2391640510686 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 42 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Acid | +12% |
| Fire | +11% |
| Mind | +3% |
Offense: Damage Penetration
| Blight | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 27.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 27 |
| Physical Save | 25 |
| Spell Save | 28 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 15%( 70%) |
| Physical | + 1%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 41% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by Veletira the wolf. Escort: injured seer (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Mayuthra the black bear. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 within | active |
Equipment
| On feet | Splendourquarry (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Spell.pwr +15 (+8 eff.) Res.pen +5% blight Apr +4 ----- def ----- Armour +1 Resists +6% light Spell.save +9 (+4 eff.) ---------- misc Max.mana +20.00 A pair of boots made of leather. |
| On hands | steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Vorumina (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +5% Resists +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
| On fingers | Glintshear the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +5% light ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +22% fire Crit.dmg- 5.00% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| Around waist | Bebers the Brightvile1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +12% acid Against +17% Summoned Melee Ret 6 light ----- def ----- D.Red.from +18% Summoned ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
| Main armor | Armeleg (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +26% lightning Crit.dmg- 10.00% Spell.save +3 (+1 eff.) ---------- misc See.Invis +9 A suit of armour made of metal plates. |
| In main hand | iron battleaxe 'Starripper' (22-33 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% light Apr +2 ---------- misc Stam/turn +3.00 Light +2 Massive two-handed battleaxes. |
| Cloak | enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Hailsmasher the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +5% arcane +9% light Spell.save +3 (+1 eff.) Max.HP +45.00 ---------- misc Light +3 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. |
Inventory
movement infusion of the wizard (speed 424%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 424% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
iron battleaxe (11-16 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 11.0 - 16.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
hateful iron greatmaul of massacre (24-35 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master/Psionic Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Massive two-handed mauls. |
Grinovon (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living While equipped: dps ---------- Mind.crit +1% ----- def ----- Resists +3% temporal Crit.dmg- 15.00% Die.at -60.00 life ---------- misc Equi/ret +0.12 Blunt and deadly. |
mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar 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. |
Flaremaster4.0 T1 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 lightning +8 fire While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% mind On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Slings are used to hurl stones or metal shots at your foes. |
elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Fatigue -3% Phys.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 iron boots 'Eariharadig' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Cun +1 Con ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Spell.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Manaromidin the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Con dps ---------- Res.pen +5% arcane ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Crit.dmg- 5.00% A cap made of leather. |
Turylach (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Spell.save +12 (+6 eff.) Max.HP +22.00 Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Stormvengeance (15/15, 17-24 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 17.0 - 23.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Ranged+ +20 lightning +14 physical On Hit.r1 +12 lightning +4 darkness On Crit.r2 +4 lightning On Hit: * 10% chance to reduce damage dealt by 15% * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
90 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Taintlady (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Armour +4 Resists +13% nature Blind- +10% ---------- misc Infravis +1 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
brass lantern 'Flashglamour'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Res.pen +20% temporal Melee Ret 8 lightning 11 fire 2 temporal ----- def ----- Resists +6% fire ---------- misc Light +3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Lavaorder' [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +3% blight Mind.save +3 (+2 eff.) Die.at -80.00 life Disarm- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Fire a magical bolt dealing 110 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of conjuration [power 100] (10 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 lightning damage Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By InsaneDoomed the Dwarf Cursed level 10
6th Profit 122nd year of Ascendancy at 03:31 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By InsaneDoomed the Dwarf Cursed level 6
19th Voratun 122nd year of Ascendancy at 00:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By InsaneDoomed the Dwarf Cursed level 9
1st Profit 122nd year of Ascendancy at 14:09 see stats
Log
Yvutha the armoured skeleton warrior hits InsaneDoomed for (22 rampage shugs off), 9 physical, 16 physical (25 total damage).
Melee retaliation hits Yvutha the armoured skeleton warrior for 2 light, 2 light (4 total damage).
InsaneDoomed hits Yvutha the armoured skeleton warrior for 48 physical damage.
InsaneDoomed has shrugged off 22 damage and is ready for more.
InsaneDoomed is not stunned anymore.
Bleeding from Yvutha the armoured skeleton warrior hits InsaneDoomed for 14 physical damage.
InsaneDoomed uses Slash.
Yvutha the armoured skeleton warrior is no longer being stalked by InsaneDoomed.
InsaneDoomed hits Yvutha the armoured skeleton warrior for 135 physical damage.
InsaneDoomed killed Yvutha the armoured skeleton warrior!
Skeleton mage casts Flame.
InsaneDoomed is on fire!
Skeleton mage's Flame hits InsaneDoomed for (22 rampage shugs off), 35 fire (35 total damage).
InsaneDoomed is no longer rampaging.
InsaneDoomed receives 11 healing from Unnatural Body.
Burning from Skeleton mage hits InsaneDoomed for 19 fire damage.
Bleeding from Yvutha the armoured skeleton warrior hits InsaneDoomed for 14 physical damage.
InsaneDoomed uses Blindside.
InsaneDoomed is out of phase.
InsaneDoomed hits Skeleton mage for 82 physical damage.
Skeleton mage casts Manathrust.
InsaneDoomed begins rampaging!
Skeleton mage hits InsaneDoomed for (22 rampage shugs off), 61 arcane (61 total damage).
InsaneDoomed receives 6 healing from Unnatural Body.
Burning from Skeleton mage hits InsaneDoomed for 17 fire damage.
Bleeding from Yvutha the armoured skeleton warrior hits InsaneDoomed for 13 physical damage.
InsaneDoomed the level 12 dwarf cursed was disembowelled to death by Yvutha the armoured skeleton warrior on level 1 of Ruins of Kor'Pul.









































































