










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 21 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Isinn the worm that walks at level 21 on the 8th Allure 123rd year of Ascendancy at 18:32 / 2Killed by skeleton warrior at level 21 on the 24th Regrowth 123rd year of Ascendancy at 12:05 |
Primary Stats
| Strength | 65 (base 39) |
| Dexterity | 60 (base 48) |
| Constitution | 18 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 19 (base 12) |
Resources
| Life | -112/577 |
| Positive | 29/110 |
| Stamina | 3/100 |
| Healing Factor | 1.533829787234 |
| Regeneration | 2.9909680851063 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | -50% |
| Spell | +15% |
| Global | +98.765432098765% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 47 |
| Crit Chance | 17% |
| APR | 10 |
| Speed | 0.61 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 4% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Physical | +30% |
| Lightning | +13% |
| Cold | +14% |
| Arcane | +3% |
Defense: Base
| Armour (hardiness) | 16 (38.536585365854%) |
| Defense | 38 |
| Ranged Defense | 41 |
| Fatigue | 3.669446550417 |
| Physical Save | 24 |
| Spell Save | 12 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 7%( 70%) |
| Physical | + 48%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Confusion Resistance | 52% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 58% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 55.47 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 42.92 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 53 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 2% and slowing it by -1% Overwhelming Fear |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 47%. Exhaustion |
| detrimental effect | The target is on fire, taking 29.70 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is on fire, taking 3.76 fire damage per turn. Burning |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
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 Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | 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 Shardskin. * 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 53. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. 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.' * You've found the needed black mamba head. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Xeryyada the pair of rough leather boots (9 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +1% Changes stats: +1 Cun / +1 Dex Grants telepathy: Demon/Minor Demon/Major Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +28% A pair of boots made of leather. |
| Quiver | flaming quiver of yew arrows of paradox (24/24, 30-42 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 24 On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal Burst (radius 1) on hit: +18 fire Arrows are used with bows to pierce your foes to death. |
| Light source | DuathelkillInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% blight / +5% arcane / +6% nature / +12% light Maximum life: +49.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emeleriarina (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str Changes resistances: +11% physical Changes damage: +11% physical Critical mult.: +3.00% Life regen: +0.80 A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe 'Bundil' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +2 Con Changes resistances: +12% acid / +12% temporal / +12% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +26% lightning / +28% cold Changes damage: +13% lightning / +14% cold Life regen: +0.90 Hate when firing a critical mind attack: +3.00 Maximum life: +53.00 Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +20 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Airspire the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +15% physical Changes damage: +19% physical Only die when reaching: -80.00 life Healing mod.: +35% Rings can have magical properties. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 135, based on Magic) for 10 turns, costing 20 power out of 2/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | swiftstrike yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 Travel speed: +200% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Longbows are used to shoot arrows at your foes. |
| On hands | Arcreeve the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Changes resistances: +6% lightning / +18% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Sludgegrip. |
| Main armor | cured leather armour 'Amisin' (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +2 Cun / +2 Wil Changes resistances: +7% mind / +18% lightning Changes damage: +3% arcane Mental save: +23 (+8 eff.) Psi when hit: +0.04 Mental crit. chance: +4% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | Ararewen the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil / +2 Cun Critical mult.: +5.00% Mental save: +30 (+10 eff.) Psi when hit: +0.20 Maximum psi: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 14/60) : Effective talent level: 2.0 Power cost: 30 out of 14/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Unlightswift the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +24% nature / +21% fire Changes resistances penetration: +20% darkness / +15% fire Changes damage: +12% nature Rings can have magical properties. |
Xyrariwen the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 arcane Changes damage: +6% arcane Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
GetolatharakPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +1 Cun Changes resistances: +18% cold / +20% fire Changes damage: +9% blight / +12% mind Critical mult.: +5.00% Maximum encumbrance: +26 Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tostir the Skeleton Archer level 21
7th Allure 123rd year of Ascendancy at 20:21 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tostir the Skeleton Archer level 7
23rd Dusk 122nd year of Ascendancy at 17:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tostir the Skeleton Archer level 19
1st Wintertide 123rd year of Ascendancy at 17:55 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tostir the Skeleton Archer level 21
7th Allure 123rd year of Ascendancy at 20:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tostir the Skeleton Archer level 10
33rd Dusk 122nd year of Ascendancy at 02:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tostir the Skeleton Archer level 20
1st Allure 123rd year of Ascendancy at 13:44 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Tostir the Skeleton Archer level 16
5th Haze 122nd year of Ascendancy at 16:59 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Tostir the Skeleton Archer level 21
7th Allure 123rd year of Ascendancy at 20:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tostir the Skeleton Archer level 9
31st Dusk 122nd year of Ascendancy at 09:32 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Tostir the Skeleton Archer level 21
7th Allure 123rd year of Ascendancy at 20:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tostir the Skeleton Archer level 11
36th Dusk 122nd year of Ascendancy at 11:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tostir the Skeleton Archer level 21
8th Allure 123rd year of Ascendancy at 03:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tostir the Skeleton Archer level 16
6th Decay 122nd year of Ascendancy at 23:55 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tostir the Skeleton Archer level 21
8th Allure 123rd year of Ascendancy at 18:33 see stats
Log
Tostir reacts to damage from Poritha the skeleton warrior, mitigating the blow!.
Poritha the skeleton warrior hits Tostir for (33 reacted , -4 stam), 126 arcane (126 total damage).
Tostir invokes the memory of Neira!
A shield forms around Tostir.
Tostir slows down.
Poritha the skeleton warrior casts Disperse Magic.
The shield around Tostir crumbles.
Degenerated skeleton warrior misses Tostir.
Tostir rushes out!
Tostir rushes out!
Gloramira the skeleton assassin casts Dimensional Step.
Gloramira the skeleton assassin folds space with with Tostir!
Nerimina the skeleton mage uses Shield Pummel.
Tostir resists the shield bash!
Nerimina the skeleton mage converts some damage to Psi!
Nerimina the skeleton mage hits Tostir for 29 physical, 33 physical (62 total damage).
Tostir hits Nerimina the skeleton mage for 6 to psi, 6 physical, 6 to psi, 6 physical (25 total damage).
Tostir casts Bathe in Light.
Gloramira the skeleton assassin casts Shadowstep.
Tostir begins to fear you.
Tostir is on fire!
Tostir is stunned by the burning flame!
Tostir is not dazed!
Tostir hits Gloramira the skeleton assassin for 14 physical damage.
Gloramira the skeleton assassin hits Tostir for 12 darkness, 10 darkness, 10 fire (33 total damage).
Skeleton warrior uses Stunning Blow.
Saving game...




































































