Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 21 / 20% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 33rd Haze 122nd year of Ascendancy at 18:50 0 / 6Killed by storm drake hatchling at level 17 on the 33rd Haze 122nd year of Ascendancy at 21:22 Killed by Bemeb the thalore at level 18 on the 49th Haze 122nd year of Ascendancy at 08:47 Killed by slaver at level 18 on the 58th Haze 122nd year of Ascendancy at 17:45 Killed by Emelama the Guardian at level 19 on the 19th Regrowth 123rd year of Ascendancy at 23:19 Killed by Mindworm at level 21 on the 53rd Regrowth 123rd year of Ascendancy at 14:58 |
Primary Stats
Strength | 58 (base 36) |
Dexterity | 54 (base 35) |
Constitution | 45 (base 34) |
Magic | 13 (base 10) |
Willpower | 26 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -45/658 |
Stamina | 137/160 |
Healing Factor | 1.4 |
Regeneration | 11.425815549592 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 15 |
See Invisible | 5 |
Offense: Mainhand
Damage | 88 |
Accuracy | 68 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 21.9 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 61.235896714616 (63.098591549296%) |
Defense | 40.502306908409 |
Ranged Defense | 42.502306908409 |
Fatigue | 43 |
Physical Save | 34.025 |
Spell Save | 28.675 |
Mental Save | 40.333333333333 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 22% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 46.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 133.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 45. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. |
Class Talents
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (34% chance) and reducing its cunning by 16. Lobotomized (confused) |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by stone troll. Escort: lost anorithil (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by treant. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 11. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of luminous horror dust. 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 bear paw. * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Mucusblack (0 def, 4 armour) Mucusblack (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +8% temporal / +6% nature Changes damage: +3% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. This item has been sent to the Item's Vault. |
Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 106.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | Vargh Redemption Vargh RedemptionRequires: - Level 15 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.36 cold and 10.49 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. This item has been sent to the Item's Vault. |
On fingers | copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
Around neck | voratun amulet 'Glenne' voratun amulet 'Glenne'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Damage when hit (Melee): 12 blight Changes stats: +1 Str / +3 Mag Changes resistances: +9% blight Changes damage: +8% acid / +9% blight / +15% fire / +6% cold / +6% lightning Critical mult.: +26.00% Spellpower: +17 (+8 eff.) Spell crit. chance: +5% Light radius: +2 Amulets can have magical properties. |
In main hand | Polobrerin (27.5-38.5 power, 4 apr) Polobrerin (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances penetration: +15% acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | steel shield 'Dimqueen' (6 def, 2 armour, 11.5-13.8 power, 44 block) steel shield 'Dimqueen' (6 def, 2 armour, 11.5-13.8 power, 44 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +44 Damage (Melee): +11 fire Burst (radius 1) on hit: +4 darkness When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 10 fire Changes stats: +2 Str Changes resistances: +18% lightning / +27% fire / +10% light / +12% darkness Talent granted: +2 Block Handheld deflection devices. |
Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 12 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Main armor | Cuthymarek the Galestake (9 def, 9 armour) Cuthymarek the Galestake (9 def, 9 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes stats: +4 Cun / +4 Wil Critical mult.: +3.00% Mental save: +20 (+7 eff.) Life regen: +2.90 Stamina each turn: +0.60 Maximum life: +10.00 A suit of armour made of mail. This item has been sent to the Item's Vault. |
Inventory
This item will automatically be transmogrified when you leave the level. Rhirogar (7.5-8.25 power, 24 apr, mind damage)Rhirogar (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Burst (radius 1) on hit: +8 blight When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +5% temporal Changes damage: +6% blight Physical save: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hurysus (dig speed 15 turns) Hurysus (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +2 Str Changes resistances penetration: +10% temporal Changes damage: +3% temporal Maximum life: +28.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Kyzor the Skeleton Bulwark level 16
28th Haze 122nd year of Ascendancy at 06:16 see stats
By Kyzor the Skeleton Bulwark level 17
33rd Haze 122nd year of Ascendancy at 22:50 see stats
By Kyzor the Skeleton Bulwark level 17
33rd Haze 122nd year of Ascendancy at 21:21 see stats
By Kyzor the Skeleton Bulwark level 17
30th Haze 122nd year of Ascendancy at 04:19 see stats
By Kyzor the Skeleton Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 00:25 see stats
By Kyzor the Skeleton Bulwark level 20
48th Regrowth 123rd year of Ascendancy at 18:04 see stats
By Kyzor the Skeleton Bulwark level 14
58th Dusk 122nd year of Ascendancy at 11:45 see stats
By Kyzor the Skeleton Bulwark level 17
34th Haze 122nd year of Ascendancy at 03:58 see stats
By Kyzor the Skeleton Bulwark level 4
3rd Mirth 122nd year of Ascendancy at 15:16 see stats
By Kyzor the Skeleton Bulwark level 18
60th Haze 122nd year of Ascendancy at 13:36 see stats
By Kyzor the Skeleton Bulwark level 17
33rd Haze 122nd year of Ascendancy at 04:34 see stats
By Kyzor the Skeleton Bulwark level 15
75th Dusk 122nd year of Ascendancy at 15:10 see stats
Log
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm hits Kyzor for (4 absorbed), 0 physical (0 total damage).
Kyzor hits Bee swarm for 11 physical, 13 blight, 12 fire (36 total damage).
Bee swarm bites poison into Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
The shield around Kyzor crumbles.
Copperhead snake misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm hits Kyzor for 4 physical damage.
Kyzor hits Bee swarm for 11 physical, 13 blight, 12 fire (36 total damage).
Bee swarm hits Kyzor for 4 physical damage.
Kyzor hits Bee swarm for 11 physical, 13 blight, 12 fire (36 total damage).
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Bee swarm misses Kyzor.
Mindworm uses Psychic Lobotomy.
Mindworm's mind surges with critical power!
Kyzor higher mental functions have been imparied.
Saving game...