
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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! Forbidden Cults 1.7.0Official 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 | Arena |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 42 / 4% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 50 (base 50) |
| Magic | 91 (base 60) |
| Willpower | 42 (base 20) |
| Cunning | 63 (base 45) |
Resources
| Life | 598/598 |
| Mana | 439/439 |
| Soul | 13/15 |
| Healing Factor | 1.2786847857242 |
| Regeneration | 0.31967119643105 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 13 |
| Crit Chance | 34% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Light | +15% |
| Temporal | +13% |
| Blight | +17% |
| Physical | +14% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 83 |
| Mental Save | 79 |
Defense: Resistances
| Lightning | + 30%( 70%) |
| Light | + 31%( 70%) |
| Darkness | + 67%( 70%) |
| Blight | + 30%( 70%) |
| Cold | + 51%( 70%) |
| Fire | + 35%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 83% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 23% |
| Silence Resistance | 37% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 45% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 (881 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Undead / Lich | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Golden Age of Necromancy |
| talent | Doomed For Eternity |
| talent | Grim Shadow |
| talent | Erupting Shadows |
| talent | Utterly Destroyed |
| talent | Secrets of the Eternals |
| talent | Reaping |
| talent | Hiemal Shield |
| beneficial effect | Physical power, spellpower and all saves increased by 49. Commander of the Dead |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +37% Confusion immunity: +38% Stun/Freeze immunity: +24% Stamina each turn: +0.70 Maximum stamina: +18.00 A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Brodostir the elven-wood wand of shielding [power 392] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes damage: +9% blight Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) It can be used to create a shield absorbing up to 392 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Blindness immunity: +23% Infravision radius: +4 See stealth: +10 See invisible: +7 Rings make your fingers look great! |
| On fingers | rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +4 (+2 eff.) Changes stats: +2 Cun Spellpower: +7 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | insulating hardened leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +6% cold Mental save: +7 (+1 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
| In main hand | magewarrior's short elven-wood starstaff of power (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+7 eff.) Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +34 (+6 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | dispeller's elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +8% lightning / +9% darkness / +9% light / +8% blight / +7% fire / +9% cold / +15% all Changes damage: +8% all Physical save: +15 (+3 eff.) Spell save: +31 (+6 eff.) Mental save: +13 (+2 eff.) Spellpower: +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% darkness / +5% temporal / +7% light / +6% physical Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Inventory
ethereal rune (power 20; resist 29%; move 60%; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 60% faster, and you are invisible (power 20). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 350 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
shimmering dragonbone magestaff of greater warding (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.17 Maximum mana: +78.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of might (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 210.17 physical damage, and inflicting bleeding for another 105.08 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
thaloren voratun helm of the bounder (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Dex / +7 Wil Changes resistances: +13% blight Mental save: +13 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 23.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+4 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
413 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
innervating voratun torque of mindblast [power 340] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 367 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive elven-wood wand of clairvoyance [power 14] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 14, power 86 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of conjuration [power 260] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 281 lightning damage Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of lightning storm [power 236] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 total damage) Activation puts all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of lightning storm [power 452] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 97 lightning damage and will be dazed for 1 turn (488 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 60. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Evangeline A.K. McDowell the Shalore Necromancer level 21
75th Pyre 122nd year of Ascendancy at 23:25 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Evangeline A.K. McDowell the Lich Necromancer level 36
78th Pyre 122nd year of Ascendancy at 16:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Evangeline A.K. McDowell the Shalore Necromancer level 10
74th Pyre 122nd year of Ascendancy at 22:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Evangeline A.K. McDowell the Shalore Necromancer level 20
75th Pyre 122nd year of Ascendancy at 19:30 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Evangeline A.K. McDowell the Lich Necromancer level 30
77th Pyre 122nd year of Ascendancy at 07:51 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Evangeline A.K. McDowell the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 12:30 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Evangeline A.K. McDowell the Lich Necromancer level 41
79th Pyre 122nd year of Ascendancy at 19:31 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Evangeline A.K. McDowell the Shalore Necromancer level 4
74th Pyre 122nd year of Ascendancy at 14:35 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Evangeline A.K. McDowell the Lich Necromancer level 30
77th Pyre 122nd year of Ascendancy at 08:08 see stats
Log
Saving done.
There is an item here: gold ring of nature (+24%)
There is an item here: steel ring of misery
There is an item here: gold ring of misery
There is an item here: linen robe (0 def, 0 armour)
There is an item here: grounding pair of rough leather boots of tirelessness (0 def, 1 armour)
There is an item here: clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)
There is an item here: balanced orichalcum trident of evisceration (165% power, 16 apr)
There is an item here: shimmering yew starstaff of wizardry (120% power, 4 apr, light element)
There is an item here: shimmering dragonbone magestaff of might (136% power, 6 apr, lightning element)
There is an item here: elven-wood starstaff of invocation (129% power, 5 apr, physical element)
There is an item here: earthen dragonbone starstaff of might (136% power, 6 apr, light element)
Ran for 2 turns (stop reason: object seen).
Shadow casts Phase Door.
There is an item here: gold ring of nature (+24%)
There is an item here: steel ring of misery
There is an item here: gold ring of misery
There is an item here: linen robe (0 def, 0 armour)
There is an item here: grounding pair of rough leather boots of tirelessness (0 def, 1 armour)
There is an item here: clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)
There is an item here: balanced orichalcum trident of evisceration (165% power, 16 apr)
There is an item here: shimmering yew starstaff of wizardry (120% power, 4 apr, light element)
There is an item here: shimmering dragonbone magestaff of might (136% power, 6 apr, lightning element)
There is an item here: elven-wood starstaff of invocation (129% power, 5 apr, physical element)
There is an item here: earthen dragonbone starstaff of might (136% power, 6 apr, light element)
Ran for 4 turns (stop reason: object seen).


























































































