










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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. 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 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:
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 | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 14 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Isleldamina the cold drake hatchling at level 14 on the 44th Dusk 122nd year of Ascendancy at 13:34 5 / 1 |
Primary Stats
| Strength | 47 (base 40) |
| Dexterity | 21 (base 10) |
| Constitution | 23 (base 12) |
| Magic | 38 (base 28) |
| Willpower | 13 (base 10) |
| Cunning | 19 (base 11) |
Resources
| Life | -74/418 |
| Stamina | 7/166 |
| Vim | 144/145 |
| Healing Factor | 1.1099022211822 |
| Regeneration | 0.27747555529554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 40 |
| Crit Chance | 16% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +3% |
| Nature | +11% |
| Darkness | +3% |
| Lightning | +15% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 46.406359654185 (72.903125182002%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 12 |
| Physical Save | 31 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Blight | -13%( 70%) |
| Arcane | -14%( 70%) |
| Cold | + 3%( 70%) |
| All | -20%( 70%) |
| Physical | -10%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 4%( 70%) |
| Temporal | -6%( 70%) |
| Mind | -13%( 70%) |
| Darkness | -3%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 48% |
| Confusion Resistance | 10% |
| Silence Resistance | 10% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 212 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 108 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. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | All damage decreased by 10%. Dazzled |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
| detrimental effect | Soul absorbed upon death. Soul Leech |
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 grave | active |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost warrior from death by Glyrina the fox. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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. You have slain Bill. His treasure is yours for the taking. | 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: * '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.' * You've found the needed honey tree root. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed red crystal shard. * You've found the needed black mamba head. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Brenolaran the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +1% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue -5% Phys.save +12 (+6 eff.) ---------- misc Max.enc +22 Stam/turn +1.00 Equi/ret +0.12 A pair of boots made of leather. |
| Light source | brass lantern 'Delohir'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% light +3% darkness +5% arcane Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Burnbraid the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +6% temporal +3% fire +2% physical ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Singequencher0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +5 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% lightning +3% fire +3% acid Res.pen +10% fire Acc +5 (+2 eff.) ----- def ----- Resists +24% lightning +3% acid Rings make your fingers look great! |
| On fingers | copper ring 'Flareparry'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% fire +11% nature +3% darkness Res.pen +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Resists +22% nature +9% fire Rings make your fingers look great! |
| Around waist | Neremina1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% mind +6% acid Crit.chn- 10.00% Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Silence- +10% Knockbk- +20% A belt that goes around your waist. |
| In main hand | Blindobeisance the steel greatsword (138% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Master Power 139% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 darkness While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +7% physical Acc +7 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Disarm- +48% Confus- +10% Massive two-handed swords. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 27.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | hardened steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% physical +7% cold +7% fire +6% lightning A suit of armour made of mail. |
| Cloak | Noonsweeper (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% blight +6% fire +12% cold +6% temporal ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Faladunadig the Magmavenom0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% acid +11% light +3% blight +6% fire +11% darkness Blind- +20% Amulets make your neck look great! |
Inventory
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% light +6% darkness Mind.save +5 (+2 eff.) A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinath the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +9% acid Spell.save +3 (+1 eff.) Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gedhetha the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +5 Dex dps ---------- Mind.pwr +10 (+6 eff.) Dmg.mod +9% mind ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +5% lightning +6% temporal Die.at -20.00 life ---------- misc Equi/ret +0.08 A pair of boots made of leather. |
Glacierrupture the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% mind Res.pen +15% mind Acc +11 (+4 eff.) Melee Ret 2 cold ----- def ----- Armour +1 ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 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. |
Mardalach the Daysorrow (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Melee+ 6 blight Dmg.mod +4% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Armour +1 Resists +6% blight +6% light 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. |
Dazzledare (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +18 (+10 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% light Mind.save +3 (+1 eff.) ---------- misc Psi/turn +0.14 Light +1 A pointy cloth hat, very wizardly... |
Coalbore the iron shield (0 def, 11 armour, 41.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Fatigue +8% Resists +11% arcane +3% darkness Heal.mod +20% Confus- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.17 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.17 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Elron the Shalore Doombringer level 9
6th Flare 122nd year of Ascendancy at 14:35 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Elron the Shalore Doombringer level 6
77th Pyre 122nd year of Ascendancy at 00:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Elron the Shalore Doombringer level 10
2nd Dusk 122nd year of Ascendancy at 15:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Elron the Shalore Doombringer level 10
6th Dusk 122nd year of Ascendancy at 22:18 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Elron the Shalore Doombringer level 10
9th Dusk 122nd year of Ascendancy at 00:14 see stats
Log
Talent Incinerating Blows is ready to use.
Isleldamina the cold drake hatchling casts Invoke Darkness.
Isleldamina the cold drake hatchling hits Elron for (26 abyssal shield), 132 darkness (132 total damage).
LIFE LOST WARNING!
Isleldamina the cold drake hatchling is weakened by the darkness!
Elron hits Isleldamina the cold drake hatchling for 103 physical, 4 darkness, 8 fire (114 total damage).
Burning from Elron hits Isleldamina the cold drake hatchling for 12 fire damage.
Talent Burning Sacrifice is ready to use.
Isleldamina the cold drake hatchling casts Rigor Mortis.
Elron feels death coming!
Isleldamina the cold drake hatchling hits Elron for (20 abyssal shield), 20 cold, (25 abyssal shield), 29 darkness (50 total damage).
Elron hits Isleldamina the cold drake hatchling for 80 physical, 4 darkness, 8 fire (92 total damage).
Burning from Elron hits Isleldamina the cold drake hatchling for 10 fire damage.
Talent Draining Assault is ready to use.
Melee retaliation hits Isleldamina the cold drake hatchling for 10 blight, 10 fire (20 total damage).
Isleldamina the cold drake hatchling hits Elron for (3 abyssal shield), 3 physical, (25 abyssal shield), 50 darkness (53 total damage).
Elron casts Draining Assault.
Isleldamina the cold drake hatchling resists the searing flame!
Elron steals life from Isleldamina the cold drake hatchling!
Elron hits Isleldamina the cold drake hatchling for 163 physical, 4 darkness, 8 fire, (144 ignored), 0 physical, 4 darkness, 8 fire (186 total damage).
Isleldamina the cold drake hatchling hits Elron for 40 healing, 2 healing, 15 healing, 2 healing (0 total damage) [59 healing].
Isleldamina the cold drake hatchling casts Invisibility.
Isleldamina the cold drake hatchling vanishes from sight.
Burning from Elron hits Isleldamina the cold drake hatchling for 12 fire damage.
Elron is freed from the rigor mortis.
Isleldamina the cold drake hatchling casts Invoke Darkness.
Isleldamina the cold drake hatchling is invogorated by death!











































































