










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Hulk! 1.4.8 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. 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: Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Arcane Blade |
Level / Exp | 38 / 78% |
Size | medium |
Lifes / Deaths | Killed by AVA at level 38 on the 5th Flare 122nd year of Ascendancy at 20:52 / 1 |
Primary Stats
Strength | 65 (base 21) |
Dexterity | 46 (base 11) |
Constitution | 63 (base 13) |
Magic | 41 (base 13) |
Willpower | 43 (base 10) |
Cunning | 44 (base 13) |
Resources
Life | -49584/496283 |
Mana | 5272/5357 |
Stamina | 2714/2714 |
Healing Factor | 1.5412017167382 |
Regeneration | 17.255529395272 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 66.179959568792 |
See Invisible | 66.179959568792 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 161 |
Accuracy | 134 |
Crit Chance | 233% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +154% |
Lightning | +106% |
Cold | +110% |
Mind | +118% |
Blight | +104% |
Arcane | +112% |
Fire | +113% |
All | +100% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +10% |
Blight | +15% |
Arcane | +20% |
Mind | +30% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 40.723073231957 (93.924050632911%) |
Defense | 130 |
Ranged Defense | 134 |
Fatigue | 30 |
Physical Save | 84 |
Spell Save | 94 |
Mental Save | 90 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +100%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Arcane Combat |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
detrimental effect | The target is disabled, reducing movement speed by 30% and accuracy by 24. Disable |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 35%) Suffocating |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
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 |
You abandoned injured seer to death. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul 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. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +5 (+0 eff.) Fatigue: +3% Damage when hit (Melee): 8 mind / 4 acid Changes stats: +2 Str / +3 Con Changes resistances: +12% mind Changes resistances penetration: +20% mind Spellpower: +4 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +16 blight Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 34% chance to daze at end of turn Damage when hit (Melee): 21 fire Changes resistances: +9% blight / +8% fire / +6% temporal Changes resistances penetration: +10% mind / +20% lightning Critical mult.: +15.00% Reduces incoming crit damage: 17.00% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +30 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +9 Str / +9 Dex / +3 Mag / +3 Cun / +7 Con Changes resistances: -24% light Spell save: +10 (+2 eff.) Life regen: +3.30 Mana when firing critical spell: +1.00 Maximum mana: +40.00 Spell crit. chance: +1% A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Cun / +6 Con Changes resistances: +30% fire Changes damage: +6% acid / +15% fire Critical mult.: +15.00% Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Mindpower: +8 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 22% chance to disease Changes resistances: +9% cold Changes resistances penetration: +15% blight Changes damage: +18% mind Critical mult.: +25.00% Mental save: +45 (+9 eff.) Disarm immunity: +15% Confusion immunity: +37% Stun/Freeze immunity: +15% Maximum hate: +6.00 Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +3 Con Changes resistances: +11% lightning / +11% temporal / +12% mind Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +10% Knockback immunity: +10% Maximum stamina: +25.00 Healing mod.: +20% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +40 (+6 eff.) Defense: +43 (+6 eff.) Ranged Defense: +3 (+0 eff.) Changes resistances: +12% fire Changes damage: +6% lightning Disarm immunity: +125% Maximum life: +20.00 Massive two-handed mauls. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 blight Changes resistances: +5% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 34% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 8 temporal Changes stats: +5 Str / +5 Con Changes resistances: +13% acid / +13% physical / +13% cold / +13% fire / +13% lightning Changes resistances penetration: +20% arcane / +10% temporal Changes damage: +21% acid / +12% arcane Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +34% Knockback immunity: +36% A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Damage when hit (Melee): 8 mind Changes resistances: +15% darkness / +3% mind Changes resistances penetration: +25% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +8 Wil Changes damage: +27% acid Maximum psi: +58.00 Mental crit. chance: +3% Amulets can have magical properties. |
Inventory
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Dex / +3 Cun / +4 Con Changes resistances: -20% light Changes resistances penetration: +10% temporal Critical mult.: +9.00% Life regen: +4.50 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 108 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. |
![]() Powered 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
By AVA the Hulk Arcane Blade level 38
5th Flare 122nd year of Ascendancy at 16:35 see stats
By AVA the Hulk Arcane Blade level 10
74th Pyre 122nd year of Ascendancy at 12:56 see stats
By AVA the Hulk Arcane Blade level 20
75th Pyre 122nd year of Ascendancy at 03:11 see stats
By AVA the Hulk Arcane Blade level 30
2nd Summertide 122nd year of Ascendancy at 23:58 see stats
By AVA the Hulk Arcane Blade level 38
5th Flare 122nd year of Ascendancy at 20:47 see stats
By AVA the Hulk Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By AVA the Hulk Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By AVA the Hulk Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By AVA the Hulk Arcane Blade level 29
2nd Summertide 122nd year of Ascendancy at 16:22 see stats
By AVA the Hulk Arcane Blade level 31
3rd Summertide 122nd year of Ascendancy at 12:24 see stats
Log
AVA casts Flame.
AVA's spell attains critical power!
Isugata the squid counters the attack!
AVA hits Something for 380 physical, 7 blight, 33 fire, 332 fire, 16 physical, 180 fire (948 total damage).
Something hits AVA for 3 light damage.
AVA misses Something.
AVA starts suffocating to death!
AVA is suffocating.
Personal New Achievement: Overpowered! (Madness (Roguelike) difficulty)!
AVA misses Something.
Something misses AVA.
AVA performs a melee critical strike against Something!
AVA casts Flame.
AVA's spell attains critical power!
Isugata the squid counters the attack!
AVA hits Something for 509 physical, 7 blight, 33 fire, 332 fire, 16 physical, 180 fire (1077 total damage).
Something hits AVA for 3 light damage.
AVA casts Phase Door.
Select a target to teleport...
Select a teleport location...
Something misses AVA.
Something hits AVA for 4 acid damage.
Something hits Something for 8 light damage.
There is a previous level here (press '' or right click to use).
Saving game...