Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Temporal Warden |
| Level / Exp | 22 / 82% |
| Size | small |
| Lifes / Deaths | Killed by Emarin the Guardian at level 22 on the 8th Mirth 123rd year of Ascendancy at 05:27 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 58 (base 40) |
| Constitution | 9 (base 10) |
| Magic | 63 (base 51) |
| Willpower | 29 (base 14) |
| Cunning | 29 (base 10) |
Resources
| Life | -45/417 |
| Mana | 15/245 |
| Paradox | 272 |
| Healing Factor | 1.3 |
| Regeneration | 0.585 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Stealth | 18.833737794449 |
| See Invisible | 18.833737794449 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 55 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 55 |
| Crit Chance | 25% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 9 |
| Physical Save | 26 |
| Spell Save | 35 |
| Mental Save | 30 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 100% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Silence Resistance | 81% |
Inscriptions (3/3)
| 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 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 218 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Contingency |
| talent | Weapon Folding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Reduces lightning damage received by 17%. Premonition Shield |
| beneficial effect | The time distortion has created a restoration field, healing the target for 29 each turn. Temporal Restoration Field |
| beneficial effect | The target is out of phase with reality, increasing defense by 7, resist all by 4%, and reducing the duration of detrimental timed effects by 0%. Out of Phase |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 72. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed sandworm tooth. * You've found the needed green worm. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * You've found the needed minotaur nose. | 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 within | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eclipsebraid (0 def, 1 armour) =varni škornji= Eclipsebraid (0 def, 1 armour) =varni škornji=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% darkness Changes damage: +3% darkness / +3% fire Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +21% A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | Tarreldir the hardened leather cap (0 def, 3 armour) Tarreldir the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 physical Changes stats: +6 Str / +7 Dex Changes resistances: +3% darkness Life regen: +0.20 Stamina each turn: +0.40 A cap made of leather. |
| On hands | blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Damage (Melee): 5 blight Changes stats: +3 Dex Changes resistances: +6% blight Changes damage: +5% blight Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew wand of clairvoyance [power 11] (6/6 cooldown) =fleš= yew wand of clairvoyance [power 11] (6/6 cooldown) =fleš=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's steel ring of the mountain (+11%) titan's steel ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% physical Changes damage: +11% physical Physical save: +8 (+4 eff.) Rings can have magical properties. |
| On fingers | sneakthief's gold ring of darkness (+24%) sneakthief's gold ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
| Around neck | clarifying copper amulet of dexterity (+3) clarifying copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
| In main hand | balanced steel longsword of projection (17.5-24.5 power, 3 apr) balanced steel longsword of projection (17.5-24.5 power, 3 apr)Requires: - Magic 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +24% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters =mir= Girdle of the Calm Waters =mir=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 off hand | Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 90% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.89 acid and 12.41 blight damage. If not cleared after five turns it will inflict 67.53 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
| Cloak | spellcowled linen cloak of battle (1 def, 0 armour) spellcowled linen cloak of battle (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +2 Wil / +2 Mag Spell save: +5 (+3 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of the hero (2 def, 4 armour) cured leather armour of the hero (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun A suit of armour made of leather. |
Inventory
starlit copper amulet of mastery (0.10 Chronomancy / Blade Threading) starlit copper amulet of mastery (0.10 Chronomancy / Blade Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% light / +11% darkness Talent mastery: +0.10 Chronomancy / Blade Threading Blindness immunity: +20% Amulets can have magical properties. |
Balilavor the steel ring Balilavor the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +22% Life regen: +1.60 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
psionicist's copper ring of sensing psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
psionicist's steel ring of blight (+11%) psionicist's steel ring of blight (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% blight Changes damage: +11% blight Mental save: +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of nature (+22%) titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+5 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +24% Rings can have magical properties. |
grounding rough leather belt of carrying =tovorni pas= grounding rough leather belt of carrying =tovorni pas=Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% lightning / +6% temporal Maximum encumbrance: +23 A belt that goes around your waist. |
traveler's pair of rough leather boots (0 def, 1 armour) =tovorni škornji= traveler's pair of rough leather boots (0 def, 1 armour) =tovorni škornji=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
159 alchemist agate 159 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =skirca= Tooth of the Mouth (dig speed 12 turns) =skirca=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
warded steel torque of charged psionic shield [power 51] (6/20 cooldown) =strelovod= warded steel torque of charged psionic shield [power 51] (6/20 cooldown) =strelovod=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
shadowy ash wand of trap destruction [power 38] (6/15 cooldown) =pasti preč= shadowy ash wand of trap destruction [power 38] (6/15 cooldown) =pasti preč=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Chal Yip Xiu the Yeek Temporal Warden level 15
5th Regrowth 123rd year of Ascendancy at 00:26 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Chal Yip Xiu the Yeek Temporal Warden level 18
20th Pyre 123rd year of Ascendancy at 12:40 see stats
Fast Curse Dispel (Roguelike)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Chal Yip Xiu the Yeek Temporal Warden level 15
5th Regrowth 123rd year of Ascendancy at 00:26 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Chal Yip Xiu the Yeek Temporal Warden level 19
20th Pyre 123rd year of Ascendancy at 19:22 see stats
I'm a cool hero (Roguelike)
Saved Derth without a single inhabitant dying.By Chal Yip Xiu the Yeek Temporal Warden level 14
77th Haze 122nd year of Ascendancy at 04:32 see stats
Level 10 (Roguelike)
Got a character to level 10.By Chal Yip Xiu the Yeek Temporal Warden level 10
19th Dusk 122nd year of Ascendancy at 13:12 see stats
Level 20 (Roguelike)
Got a character to level 20.By Chal Yip Xiu the Yeek Temporal Warden level 20
62nd Pyre 123rd year of Ascendancy at 21:05 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Chal Yip Xiu the Yeek Temporal Warden level 14
69th Haze 122nd year of Ascendancy at 20:55 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Chal Yip Xiu the Yeek Temporal Warden level 13
63rd Haze 122nd year of Ascendancy at 21:49 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Chal Yip Xiu the Yeek Temporal Warden level 22
75th Pyre 123rd year of Ascendancy at 13:08 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Chal Yip Xiu the Yeek Temporal Warden level 13
60th Haze 122nd year of Ascendancy at 23:32 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Chal Yip Xiu the Yeek Temporal Warden level 22
74th Pyre 123rd year of Ascendancy at 06:00 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Chal Yip Xiu the Yeek Temporal Warden level 21
67th Pyre 123rd year of Ascendancy at 22:03 see stats
Log
Emarin the Guardian performs a melee critical strike against Chal Yip Xiu!
Chal Yip Xiu hits Emarin the Guardian for (4 resist armour), 0 light, (10 resist armour), 0 physical, (4 resist armour), 0 light, (10 resist armour), 0 physical (0 total damage).
Emarin the Guardian hits Chal Yip Xiu for (91 to time), 0 physical, (10 to time), 0 light, (7 to time), 0 darkness, (159 to time), 0 physical, (10 to time), 0 light, (7 to time), 0 darkness (0 total damage).
Storm drake hatchling seems more focused.
Storm drake hatchling recovers sight.
Acid Splash from Chal Yip Xiu hits Storm drake hatchling for 12 acid damage.
Acid Splash from Chal Yip Xiu hits Emarin the Guardian for (10 resist armour), 0 acid (0 total damage).
Emarin the Guardian receives 41 healing.
The protective shield of Chal Yip Xiu disappears.
Talent Precognition is ready to use.
Talent Spacetime Tuning is ready to use.
Chal Yip Xiu receives 34 healing from Temporal Restoration Field.
Chal Yip Xiu psionically attacks Emarin the Guardian with his balanced steel longsword of projection!
Emarin the Guardian resists the mind attack!
Chal Yip Xiu casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Your time shield crumbles under the damage!
The fabric of time around Chal Yip Xiu stabilizes to normal.
Chal Yip Xiu's temporal clone warps space-time to equip: Surefire
acidic quiver of yew arrows of annihilation.
Chal Yip Xiu's temporal clone deactivates Contingency.
Chal Yip Xiu calls forth a temporal warden from another timeline.
Chal Yip Xiu's temporal clone's Shoot hits Storm drake hatchling for 77 physical, 5 acid, 8 temporal (91 total damage).
Emarin the Guardian hits Chal Yip Xiu for (0 to time), 1 lightning, 2 lightning (4 total damage).
Chal Yip Xiu hits Emarin the Guardian for (17 resist armour), 59 mind, (1 resist armour), 0 mind, (6 resist armour), 0 blight, , (17 resist armour), 0 temporal, (17 resist armour), 30 mind, (6 resist armour), 0 blight, , (17 resist armour), 0 temporal (91 total damage).
Emarin the Guardian raises their leg and snaps it downward in a devastating axe kick.
Emarin the Guardian performs a melee critical strike against Chal Yip Xiu!
Saving done.
Saving done.
Saving game...
