










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bloodriver Adherent |
| Level / Exp | 10 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Lyhan at level 10 on the 9th Mirth 122nd year of Ascendancy at 00:55 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 11) |
| Constitution | 14 (base 14) |
| Magic | 34 (base 34) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -28/213 |
| Mana | 11/235 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 5 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 4 |
| Accuracy | 5 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Acid | +4% |
| Mind | +8% |
| Cold | +10% |
Offense: Damage Penetration
| Physical | +10% |
| Fire | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 16 |
| Mental Save | 9 |
Defense: Resistances
| Lightning | + 13%( 70%) |
| Acid | + 27%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 14%( 70%) |
| Cold | + 14%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Bloodriver / Arcana blood | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Rites | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Totem | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Sihr-Mpath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Advanced sanguine element arts | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Sanguine spells | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Bloodriver / Purification | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Blood essentials | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 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 |
Something seems to be happening in the East Mine of Ruby Enclave. Mine troubled* You have defeated the malfunctioning sanguine golem. * You have been rewarded for your efforts. | 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 |
Equipment
| On feet | Emyldanor the Lightnail (15 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+5 eff.) defense ------ Armor +1 Defense +15 (+7 eff.) Resistance +5% lightning +6% temporal +6% light other ------- Stamina/turn +1.00 A pair of boots made of leather. |
| On hands | rough leather gloves 'Chillreeve' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid Ignore resists +5% fire defense ------ Armor +1 Resistance +5% acid +6% fire +6% cold Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | mindwoven linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | Bloodriver Pickaxe (dig speed 18 turns) Bloodriver Pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Spell Crit +5% Spellpower/crit +10 defense ------ Cut Resist +20% While carried: other ------- Talents +1 Dig On Spell Hit: 10% Mudslide level 1 Instant Dig: Effective talent level: 3.0 Power cost 12 out of 12/12. Range melee/personal Travel.spd instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 20.16 to 25.20 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Light source | Betunne the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +3% mind defense ------ Resistance +1% physical Life +40.00 other ------- Max psi +30.00 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. |
| In off hand | iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
| Cloak | enveloping linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+3 eff.) Physical 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. |
| In main hand | elm magestaff (100% power, 2 apr, cold element)5.0 Encumbrance T1 staff 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% cold other ------- Talents +1 Command Staff Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 15 power out of 11/20. Staves designed for wielders of magic, by the greats of the art. |
Inventory
Taint of Red Visions (radius 12; dur 10 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 28 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to reveal the area around you (12 radius), and for 10 turns, increase Spellpower by 35 but decrease Spell Save by 10. Inscribe your skin with the taint. This taint makes your eyes watery. |
arcing iron battleaxe of daylight (108% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 108% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 light Damage Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Massive two-handed battleaxes. |
flaming steel dagger of massacre (115% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
voratun dagger of daylight (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +6 light Damage Against +8% Undead Sharp, short and deadly. |
arcing iron greatsword (117% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 117% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Massive two-handed swords. |
insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Resistance +6% fire +6% cold other ------- Encumbrance +20 A belt that goes around your waist. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +13.00 A pair of boots made of leather. |
Isalena (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +3% physical +11% cold Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +6% fire +3% mind +16% cold Spell save +3 (+3 eff.) other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
Voroda the cured leather armour (10 def, 7 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +5 Cun +3 Dex offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+5 eff.) Damage +9% temporal defense ------ Armor +7 Defense +10 (+5 eff.) Fatigue +7% Resistance +6% mind Life +25.00 A suit of armour made of leather. |
prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% acid +11% light +10% darkness A suit of armour made of leather. |
prismatic cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% physical +10% light +12% darkness Physical save +10 (+5 eff.) A suit of armour made of leather. |
2 agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Maletostir the Rainjeer2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +6% arcane +9% cold When Hit 12 fire defense ------ Resistance +5% fire +6% light +6% cold other ------- Light +5 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 lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
pouch of iron shots of amnesia (12/12, 108% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Psionic Weapon Damage 108% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 12 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
evasive iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lyhan the Cornac Bloodriver Adherent level 10
8th Mirth 122nd year of Ascendancy at 10:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lyhan the Cornac Bloodriver Adherent level 10
8th Mirth 122nd year of Ascendancy at 10:38 see stats
Log
Your shield crumbles under the damage!
The shield around Lyhan crumbles.
Lyhan absorbs damage to mana!
Lyhan hits Lyhan for 38 to mana, 2 healing (39 total damage) [3 healing].
Bleeding from Lyhan hits Lyhan for (0 absorbed), 0 physical (0 total damage).
A shield forms around Lyhan.
Lyhan casts Teleport.
Your shield crumbles under the damage!
The shield around Lyhan crumbles.
Talent Ice Shards is ready to use.
Lyhan absorbs damage to mana!
Lyhan hits Lyhan for 11 to mana, 2 healing (12 total damage) [3 healing].
Bleeding from Lyhan hits Lyhan for (2 absorbed), 25 physical (26 total damage).
A shield forms around Lyhan.
Lyhan is suffocating.
Lyhan uses Infusion: Wild.
Lyhan stops bleeding.
Lyhan is cured!
Lyhan lessens the pain.
You are mere fingertips away from death!
Your shield crumbles under the damage!
The shield around Lyhan crumbles.
Talent Purify Land is ready to use.
Talent Purify Land is ready to use.
Lyhan hits Lyhan for (2 absorbed) damage.
Talent Infusion: Regeneration is ready to use.
Lyhan the level 10 cornac bloodriver adherent mana-leaked to death on level 1 of Ruins of Kor'Pul.








































