









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| 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 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.0Official 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:
 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 1.7.0Official 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:
 Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then: 
 Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Archer | 
| Level / Exp | 10 / 94% | 
| Size | big | 
| Lifes / Deaths | Killed by corrupted skeleton warrior at level 10 on the 9th Mirth 122nd year of Ascendancy at 05:52/ 1 | 
Primary Stats
| Strength | 12 (base 12) | 
| Dexterity | 36 (base 33) | 
| Constitution | 14 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 16 (base 10) | 
| Cunning | 29 (base 24) | 
Resources
| Life | -31/278 | 
| Stamina | 25/142 | 
| Healing Factor | 1.0372895330003 | 
| Regeneration | 2.4376304025508 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 26.003878189685 | 
| See Invisible | 26.003878189685 | 
Offense: Mainhand
| Damage | 41 | 
| Accuracy | 46 | 
| Crit Chance | 8% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +12% | 
| Light | +3% | 
| Darkness | +9% | 
| Cold | +3% | 
| Fire | +6% | 
Defense: Base
| Armour (hardiness) | 3 (57.155997060385%) | 
| Defense | 49 | 
| Ranged Defense | 49 | 
| Fatigue | 0 | 
| Physical Save | 15 | 
| Spell Save | 14 | 
| Mental Save | 21 | 
Defense: Resistances
| Lightning | + 3%( 70%) | 
| Physical | + 7%( 70%) | 
| Fire | + 6%( 70%) | 
| Darkness | + 3%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 15%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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 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: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Archery prowess | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Poisons | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Effects
Quests
| You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair.Escort: lost tinker (level 3 of Norgos Lair) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active | 
| 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| Quiver |  deadly quiver of elm arrows (13/13, 23-32 power, 5 apr) 3.0 T1 arrow ammo [Ego] Master Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Arrows are used with bows to pierce your foes to death. | 
| Light source |  Gilidrasus the Shadejustice 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% light +9% darkness Melee Ret 2 light ----- def ----- Resists +3% darkness Max.HP +40.00 ---------- 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 |  Ivalewe the Flamesteel (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% acid +3% cold +6% fire Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire A cap made of leather. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 0 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  psionicist's copper ring 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! | 
| Around waist |  Hurildil 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +3% acid ----- def ----- Resists +5% arcane Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
| In main hand |  elm longbow 4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. | 
| Main armor |  rejuvenating rough leather armour of cold resistance (3 def, 2 armour) 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. | 
| Cloak |  linen cloak 'Chargelace' (27 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Apr +4 Melee Ret 4 lightning ----- def ----- Defense +27 (+9 eff.) Resists +3% lightning +1% physical Phys.save +6 (+5 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 |  warrior's copper amulet of mastery (0.12 Technique / Conditioning) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.12 Technique/Conditioning Amulets make your neck look great! | 
Inventory
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! | 
|  iron longsword (10-14 power, 2 apr) 3.0 T1 longsword 1H weapon [Normal] Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. | 
|  elm starstaff of power (10-12 power, 2 apr, physical element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+8 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  rough leather belt 1.0 T1 belt armor [Normal] A belt that goes around your waist. | 
|  pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. | 
|  linen wizard hat 'Arann' (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +3% fire +16% light +3% cold Poison- +20% A pointy cloth hat, very wizardly... | 
|  rough leather cap 'Glowslice' (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +25% light Melee Ret 2 acid ----- def ----- Armour +1 Fatigue +1% Resists +3% light ---------- misc Stam/ret +0.80 Equi/ret +0.80 A cap made of leather. | 
|  5 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  58 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Salomina the Duathelrock (dig speed 38 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +9% darkness Melee Ret 2 mind ----- def ----- Resists +9% fire +11% nature +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 2.0 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. | 
|  elm wand of lightning storm [power 116]  (13 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Bowrin the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 20:45 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Bowrin the Cornac Archer level 7
77th Pyre 122nd year of Ascendancy at 23:28 see stats
Log
Bowrin is not stunned anymore.
Talent Disengage is ready to use.
Acid Splash from Corrupted skeleton warrior hits Bowrin for 12 acid damage.
Corrupted skeleton warrior uses Dual Strike.
Bowrin repels an attack from Corrupted skeleton warrior.
Bowrin's Intuitive Shots hits Corrupted skeleton warrior for (15 parried), 10 physical (10 total damage).
Talent Steady Shot is ready to use.
Acid Splash from Corrupted skeleton warrior hits Bowrin for 11 acid damage.
Bowrin uses Headshot.
Bowrin's Headshot hits Corrupted skeleton warrior for (15 parried), 46 physical (46 total damage).
Corrupted skeleton warrior misses Bowrin.
Melee retaliation hits Corrupted skeleton warrior for 2 light, 4 lightning (6 total damage).
Corrupted skeleton warrior hits Bowrin for 25 physical, 5 nature, 2 mind, 8 temporal (40 total damage).
Acid Splash from Corrupted skeleton warrior hits Bowrin for 5 acid damage.
Corrupted skeleton warrior misses Bowrin.
Bowrin repels an attack from Corrupted skeleton warrior.
Corrupted skeleton warrior resists the vile poison!
Bowrin's Intuitive Shots hits Corrupted skeleton warrior for 16 physical damage.
Bowrin is free from the acid.
Corrupted skeleton warrior uses Whirlwind.
Corrupted skeleton warrior becomes a whirlwind of weapons!
Corrupted skeleton warrior misses Bowrin.
Corrupted skeleton warrior performs a melee critical strike against Bowrin!
Bowrin starts to bleed.
Melee retaliation hits Corrupted skeleton warrior for 2 light, 4 lightning (6 total damage).
Corrupted skeleton warrior hits Bowrin for 81 physical damage.
Bowrin the level 10 cornac archer was pierced to death by corrupted skeleton warrior on level 3 of Ruins of Kor'Pul.



















































