Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.5.0Official Expansion!Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Arcane Blade |
| Level / Exp | 18 / 27% |
| Size | huge |
| Lifes / Deaths | Killed by Vorada the dremling at level 13 on the 57th Dusk 122nd year of Ascendancy at 08:46 0 / 6Killed by luminous horror at level 17 on the 6th Allure 123rd year of Ascendancy at 22:55 Killed by Xaldawe the snow giant chieftain at level 18 on the 54th Regrowth 123rd year of Ascendancy at 15:30 Killed by Weirdling Beast at level 18 on the 71st Regrowth 123rd year of Ascendancy at 04:33 Killed by Weirdling Beast at level 18 on the 71st Regrowth 123rd year of Ascendancy at 05:39 Killed by Rock Smasher at level 18 on the 71st Regrowth 123rd year of Ascendancy at 05:44 |
Primary Stats
| Strength | 30 (base 26) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 52 (base 44) |
| Willpower | 22 (base 10) |
| Cunning | 35 (base 26) |
Resources
| Life | 484/484 |
| Mana | 291/291 |
| Stamina | 191/191 |
| Positive | 100/101 |
| Healing Factor | 1.12 |
| Regeneration | 2.296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 32 |
| Crit Chance | 15% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.062037804251 (69.102564102564%) |
| Defense | 21 |
| Ranged Defense | 30 |
| Fatigue | 16 |
| Physical Save | 37 |
| Spell Save | 39 |
| Mental Save | 27 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 26% |
| Silence Resistance | 10% |
| Confusion Resistance | 15% |
| Knockback Resistance | 22% |
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Device Mastery (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You 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 within16 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Porema' (9 def, 3 armour) pair of iron boots 'Porema' (9 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Blindness immunity: +15% Disease immunity: +20% Confusion immunity: +5% Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Daybreak' alchemist's lamp 'Daybreak'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +4 Wil Changes resistances: +12% acid Changes damage: +12% light Critical mult.: +13.00% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xeryta the iron helm (9 def, 6 armour) Xeryta the iron helm (9 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +5% Changes stats: +1 Str / +3 Wil / +3 Cun Physical save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of thorny skin 'Barykalthohad' [power 16] (14/18 cooldown) elm totem of thorny skin 'Barykalthohad' [power 16] (14/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +6% light / +6% temporal Physical save: +9 (+4 eff.) Stun/Freeze immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Layabeth the copper ring Layabeth the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +15% blight Changes damage: +12% arcane Spellpower: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| Around waist | rough leather belt 'Chalyrab' rough leather belt 'Chalyrab'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +6 Changes resistances: +3% fire Spell save: +6 (+2 eff.) Silence immunity: +10% Stun/Freeze immunity: +15% Size category: +1 A belt that goes around your waist. |
| In main hand | potent yew starstaff of fate (25-30 power, 4 apr, physical element) potent yew starstaff of fate (25-30 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +5 (+2 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ce'Nalralaith the dwarven-steel gauntlets (0 def, 8 armour) Ce'Nalralaith the dwarven-steel gauntlets (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+7 eff.) Armour: +8 Changes stats: +3 Dex Changes damage: +6% acid Only die when reaching: -80.00 life Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | enlightening steel mail armour of Eyal (2 def, 6 armour) enlightening steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Cun / +3 Wil Mental save: +10 (+5 eff.) Life regen: +1.00 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of mail. |
| Cloak | Zerukalthokhad the Sulfurvengeance (2 def, 0 armour) Zerukalthokhad the Sulfurvengeance (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature Changes resistances: +7% acid / +7% fire / +22% cold / +7% lightning Physical save: +12 (+5 eff.) Confusion immunity: +10% Teleport immunity: +15% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of manastreaming stabilizing steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% temporal Pinning immunity: +26% Knockback immunity: +22% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Amulets can have magical properties. |
Inventory
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 9 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
linen cloak 'Yvyriamikira' (1 def, 14 armour) linen cloak 'Yvyriamikira' (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +14 Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +12% cold Maximum stamina: +15.00 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Rock Smasher the Ogre Arcane Blade level 16
39th Haze 122nd year of Ascendancy at 11:30 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rock Smasher the Ogre Arcane Blade level 13
41st Dusk 122nd year of Ascendancy at 15:40 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rock Smasher the Ogre Arcane Blade level 16
38th Haze 122nd year of Ascendancy at 13:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rock Smasher the Ogre Arcane Blade level 10
3rd Dusk 122nd year of Ascendancy at 03:12 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Rock Smasher the Ogre Arcane Blade level 17
2nd Wintertide 123rd year of Ascendancy at 06:35 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Rock Smasher the Ogre Arcane Blade level 12
17th Dusk 122nd year of Ascendancy at 13:23 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Rock Smasher the Ogre Arcane Blade level 12
24th Dusk 122nd year of Ascendancy at 14:35 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Rock Smasher the Ogre Arcane Blade level 12
10th Dusk 122nd year of Ascendancy at 21:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rock Smasher the Ogre Arcane Blade level 15
62nd Dusk 122nd year of Ascendancy at 17:58 see stats
Log
Weirdling Beast receives 432 healing from Infusion: Healing.
Weirdling Beast hits Rock Smasher for 78 physical damage.
Rock Smasher casts Pulverizing Auger.
Talent Arcane Reconstruction is ready to use.
Acid Splash from Weirdling Beast hits Rock Smasher for 15 acid damage.
Rock Smasher hits Weirdling Beast for 261 physical damage.
Weirdling Beast casts Bone Grab.
Rock Smasher starts to bleed.
Rock Smasher is pinned to the ground.
Weirdling Beast hits Rock Smasher for 93 physical damage.
Rock Smasher activates his elm totem of thorny skin 'Barykalthohad'!
Rock Smasher's skin looks a bit thorny.
Acid Splash from Weirdling Beast hits Rock Smasher for 15 acid damage.
Rock Smasher the level 18 ogre arcane blade was corroded to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.
You have no more lives left.
Rock Smasher is no longer pinned.
Rock Smasher stops bleeding.
Rock Smasher is free from the acid.
Rock Smasher is less thorny now.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Acid Splash from Weirdling Beast killed Rock Smasher!
Talent Infusion: Regeneration is ready to use.
Talent Healing Light is ready to use.
Saving done.
Saving game...
