









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 15 / 44% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 15 on the 49th Dusk 122nd year of Ascendancy at 04:08 / 1 |
Primary Stats
Strength | 43 (base 41) |
Dexterity | 43 (base 41) |
Constitution | 43 (base 41) |
Magic | 41 (base 41) |
Willpower | 44 (base 41) |
Cunning | 41 (base 41) |
Resources
Life | -40/520 |
Stamina | 227/227 |
Paradox | 300 |
Healing Factor | 1.6323943661972 |
Regeneration | 22.085155897871 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +83.682008368201% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 62.771462554762 |
See Invisible | 62.771462554762 |
Offense: Mainhand
Damage | 98 |
Accuracy | 51 |
Crit Chance | 31% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.333333333333 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +9% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Defense: Base
Armour (hardiness) | 54.084537089062 (97.241379310345%) |
Defense | 39 |
Ranged Defense | 45 |
Fatigue | 28 |
Physical Save | 44 |
Spell Save | 57 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 29%( 70%) |
Light | + 37%( 70%) |
Nature | + 39%( 70%) |
Blight | + 34%( 70%) |
Physical | + 15%( 70%) |
Cold | + 33%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Confusion Resistance | 26% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (2/5)
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. |
Class Talents
Technique / Superiority | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Shield defense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | Reduces global action speed by 20%. Slow |
beneficial effect | The thrill of combat improves the target's maximum life by 6%, life regeneration by 3.50, and stamina regeneration by 0.70. Bloodbath |
beneficial effect | The target is recovering 34 life each turn. Recovery |
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 successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes resistances: +6% nature / +6% lightning Changes damage: +3% nature / +9% lightning Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused 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 (101 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 8 physical Changes resistances: +6% nature / +7% blight Critical mult.: +6.00% Physical save: +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +7 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% cold Mental save: +8 (+4 eff.) Silence immunity: +10% Disarm immunity: +20% Confusion immunity: +26% Rings can have magical properties. |
Around waist | ![]() Infused 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 main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed swords. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +15% lightning Changes resistances penetration: +15% acid Physical save: +3 (+1 eff.) Knockback immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical save: +6 (+2 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 | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Inventory
![]() wild infusion of the wizard (resist 17%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
![]() flaming iron dagger of vileness (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +6 blight Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed swords. |
![]() arcing steel greatsword of vileness (24.5-39.2 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +16 blight Massive two-handed swords. |
![]() gifted vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +6 (+2 eff.) Mental crit. chance: +2% 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. |
![]() Grinidig the Scorchstoker (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +15 insidious poison / +4 fire / +12 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% blight One-handed war axes. |
![]() linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil / +1 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Strength 16 - Talent Heavy 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 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Fatigue: +14% Changes stats: +3 Cun Mental save: +10 (+5 eff.) A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 112 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. |
![]() forceful elm totem of thorny skin [power 15] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Casaic the Cornac Berserker level 9
3rd Flare 122nd year of Ascendancy at 23:10 see stats
By Casaic the Cornac Berserker level 10
8th Dusk 122nd year of Ascendancy at 17:42 see stats
By Casaic the Cornac Berserker level 8
3rd Mirth 122nd year of Ascendancy at 04:29 see stats
By Casaic the Cornac Berserker level 8
5th Mirth 122nd year of Ascendancy at 03:47 see stats
Log
Orc necromancer casts Invoke Darkness.
Orc necromancer hits Casaic for 165 darkness damage.
Orc necromancer casts Create Minions.
Casaic performs a melee critical strike against Ghoul!
Casaic revels in the spilt blood and grows stronger!
Ghoul is dazed!
Casaic hits Ghoul for 168 physical, 7 cold (175 total damage).
Skeleton mage casts Manathrust.
Skeleton archer uses his ash longbow!
Skeleton archer starts regenerating health quickly.
Ghoul misses Casaic.
Skeleton mage hits Skeleton warrior for 108 arcane damage.
Skeleton mage hits Casaic for 97 arcane damage.
Orc necromancer casts Rigor Mortis.
Ghoul is not dazed anymore.
Ghoul is dazed!
Casaic hits Ghoul for 124 physical, 7 cold (131 total damage).
Casaic is recovering from the damage!
Casaic slows down.
Casaic shrugs off the effect 'Rigor Mortis'!
Orc necromancer's Rigor Mortis hits Casaic for 164 darkness damage.
Skeleton warrior uses Stunning Blow.
Skeleton warrior misses Casaic.
Ghoul misses Casaic.
Orc necromancer casts Invoke Darkness.
Orc necromancer roars triumphantly.
Saving game...