











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Anorithil |
| Level / Exp | 12 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 2nd Dusk 122nd year of Ascendancy at 01:23 3 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 49 (base 37) |
| Willpower | 16 (base 10) |
| Cunning | 32 (base 28) |
Resources
| Life | 144/337 |
| Positive | 23/63 |
| Negative | 3/63 |
| Healing Factor | 1.2545771506545 |
| Regeneration | 10.350261492899 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
| See Stealth | 15 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 5 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Light | +10% |
| Lightning | +3% |
| Physical | +9% |
| Mind | +4% |
| Nature | +5% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 8 |
| Physical Save | 23 |
| Spell Save | 38 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 41%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 34%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 42% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 176 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Hymn of Perseverance |
| talent | Chant of Resistance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Light damage has been increased by 10% to +10%. Sunburst |
| beneficial effect | The target ignores pain, reducing all damage taken by 22%. Pain Suppression |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 12. Intimidated |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
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 Magic by +5. | 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed electric eel tail. | 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 |
Equipment
| On feet | pair of rough leather boots 'Camolathanik' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% physical ----- def ----- Armour +1 Resists +6% fire +6% cold Crit.chn- 5.00% Die.at -60.00 life A pair of boots made of leather. |
| Light source | watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +10% ---------- misc Light +6 See.Stealth +5 See.Invis +7 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 7 turns. The radius will increase with your Cunning. 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 | Hathorezor the rough leather cap (15 def, 3 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +1% A cap made of leather. |
| Tool | Emelana the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Cun dps ---------- Dmg.mod +5% nature Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Resists +11% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Arcknave0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% lightning Melee Ret 2 acid ----- def ----- Resists +15% acid +3% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Salewe1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +13 (+4 eff.) ----- def ----- Resists +3% mind +6% blight Phys.save +3 (+1 eff.) Mind.save +5 (+3 eff.) Die.at -20.00 life HP.reg +2.00 A belt that goes around your waist. |
| In main hand | ash magestaff 'Shinekarma' (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +12% Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +15% darkness Melee Ret 4 light ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Breniromirath' (0 def, 11 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +11 Resists +6% mind +3% nature Phys.save +3 (+1 eff.) Poison- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Polyth (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +2% physical Max.HP +66.00 HP.reg +6.00 Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
| Cloak | resilient kruk cloak of Iron Throne (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Max.HP +31.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
balanced steel dagger (105% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
flaming dwarven-steel dagger of vileness (111% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit.r1 +8 fire On Hit: * 8% chance to reduce strength, dexterity, and constitution by 21 Sharp, short and deadly. |
steel longsword of erosion (109% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
balanced iron waraxe (105% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% One-handed war axes. |
hateful iron waraxe of erosion (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature +6 darkness Against +6% Living One-handed war axes. |
rough leather belt 'Gerakira'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +2 Dex +2 Con ----- def ----- Armour +6 ---------- misc Psi/ret +0.04 Max.hate +2.00 Light +1 Create a temporary shield that absorbs 191 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +40.00 HP.reg +2.10 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steady rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Acc +5 (+5 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% light +11% darkness A suit of armour made of mail. |
prismatic cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% physical +12% light +11% darkness Phys.save +10 (+5 eff.) A suit of armour made of leather. |
acidic steel shield of purity (0 def, 4 armour, 37.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% nature +10% blight ---------- misc Talents +1 Block Handheld deflection devices. |
Freezebone the quiver of ash arrows (18/18, 121% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Arcane/Psionic Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +14 physical +12 darkness +20 cold +11 light Against +11% Undead +12% Living On Hit.r1 +8 acid On Hit: * 10% chance to reduce armor by 31% * 20% chance to knock the target back 3 spaces and deal 94 physical damage Arrows are used with bows to pierce your foes to death. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Chigorn the Ravengrinder [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +9% cold Res.pen +10% darkness ----- def ----- Resists +3% mind Blast the opponent's mind dealing 104 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Teieia the Doomelf Anorithil level 6
76th Pyre 122nd year of Ascendancy at 05:33 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Teieia the Doomelf Anorithil level 10
10th Mirth 122nd year of Ascendancy at 14:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Teieia the Doomelf Anorithil level 10
10th Mirth 122nd year of Ascendancy at 14:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Teieia the Doomelf Anorithil level 10
2nd Summertide 122nd year of Ascendancy at 06:01 see stats
Log
Teieia's spell attains critical power!
Bill the Stone Troll is stunned!
Bill the Stone Troll recovers sight.
Bill the Stone Troll is not stunned anymore.
Bill the Stone Troll has recovered!
Teieia hits Bill the Stone Troll for 87 darkness damage.
The shield around Teieia crumbles.
Talent Moonlight Ray is ready to use.
Teieia casts Moonlight Ray.
Teieia hits Bill the Stone Troll for 135 darkness damage.
Bill the Stone Troll uses Infusion: Heroism.
Teieia casts Sunburst.
Teieia hits Bill the Stone Troll for 67 light damage.
Melee retaliation hits Bill the Stone Troll for 2 acid, 9 darkness, 16 light (27 total damage).
Bill the Stone Troll hits Teieia for 109 physical damage.
Talent Moonlight Ray is ready to use.
Talent Shadow Blast is ready to use.
Talent Twilight Surge is ready to use.
Teieia uses Infusion: Wild.
Teieia lessens the pain.
Teieia casts Moonlight Ray.
Teieia hits Bill the Stone Troll for 135 darkness damage.
Melee retaliation hits Bill the Stone Troll for 2 acid, 9 darkness, 16 light (27 total damage).
Bill the Stone Troll hits Teieia for 82 physical damage.
A shield forms around Teieia.





























































