











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 20 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 18 on the 27th Dusk 122nd year of Ascendancy at 14:09 / 2Killed by Emelivea the multi-hued drake hatchling at level 20 on the 47th Dusk 122nd year of Ascendancy at 09:04 |
Primary Stats
| Strength | 50 (base 48) |
| Dexterity | 21 (base 10) |
| Constitution | 19 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 61 (base 40) |
| Cunning | 19 (base 10) |
Resources
| Life | -41/753 |
| Equilibrium | 90 |
| Healing Factor | 1.5391723257556 |
| Regeneration | 30.92057527293 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 37 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 10% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +22% |
| Blight | +3% |
| Arcane | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Mind | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 49.511077022654 (89.749889547741%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 24%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 37%( 70%) |
| Mind | + 31%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 8%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Knockback Resistance | 60% |
| Stun Resistance | 33% |
| Poison Resistance | 50% |
| Blind Resistance | 22% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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: 1.0 Infusion: HealingUse 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 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by Aerorawe the giant eel. Escort: lost warrior (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. * You've found the needed honey tree root. | 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 | Airglean the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +3 Fatigue +2% Resistance +6% light +3% darkness Spell save +3 (+2 eff.) Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Coalquick (0 def, 7 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +3 Cun offense ------ Physical Power +5 (+2 eff.) Mindpower +4 (+2 eff.) Ignore resists +10% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +7 Fatigue +1% Life Regen +2.00 A cap made of leather. |
| On hands | Silaleba the Taintwell (0 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ When Hit 2 nature defense ------ Armor +3 Resistance +6% fire Life Regen +3.00 Silence Resist +10% Confus Resist +20% other ------- Stamina/turn +0.60 Max stamina +12.00 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. |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 8/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | copper ring 'Samisus'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +5 (+2 eff.) When Hit 2 mind defense ------ Resistance +6% mind Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Emogavena'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% blight +3% arcane +3% mind Ignore resists +5% mind defense ------ Resistance +15% mind Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 Blind Resist +12% other ------- Stamina/turn +0.50 Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
| In main hand | Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 198.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | creative mossy mindstar of resolve (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Elulle the Shimmernigh (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% lightning defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +9% mind Spell save +3 (+2 eff.) Mind save +5 (+3 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (10 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +10 (+6 eff.) Resistance +18% cold +18% darkness +18% nature Healmod +25% other ------- Cooldown Gift of the Woods -5 Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
wild infusion of the warrior (res 26%; mental; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Deepsraze0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Con +2 Wil offense ------ Damage +12% darkness Ignore resists +10% darkness defense ------ Resistance +13% light +11% darkness Blind Resist +23% other ------- Light +2 Infravision +1 Amulets make your neck look great! |
cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +7 Con +7 Wil defense ------ Life +12.00 Slings are used to hurl stones or metal shots at your foes. |
Urydunagund the Infernobraze (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning +6% fire +3% blight Ignore resists +5% blight When Hit 2 blight defense ------ Armor +3 Fatigue +5% Resistance +9% fire +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silorin the Viperking (0 def, 2 armour, 8-10 power, 18 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: Stats +2 Mag +3 Cun +7 Con offense ------ Damage +3% acid defense ------ Armor +2 Fatigue +8% Resistance +17% lightning +3% nature other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance 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. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tarmak Drakekin the Thalore Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 09:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tarmak Drakekin the Thalore Wyrmic level 20
45th Dusk 122nd year of Ascendancy at 21:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tarmak Drakekin the Thalore Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 01:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tarmak Drakekin the Thalore Wyrmic level 16
13rd Dusk 122nd year of Ascendancy at 04:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tarmak Drakekin the Thalore Wyrmic level 20
47th Dusk 122nd year of Ascendancy at 01:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tarmak Drakekin the Thalore Wyrmic level 18
27th Dusk 122nd year of Ascendancy at 14:09 see stats
Log
Veluretha the thief casts Temporal Bolt.
Veluretha the thief hits Tarmak Drakekin for 152 temporal damage.
Tarmak Drakekin's Inner Demon is knocked back!
Tarmak Drakekin resists the punch!
Tarmak Drakekin's Inner Demon is knocked back!
Tarmak Drakekin's Inner Demon resists the punch!
Assassin is knocked back!
Tarmak Drakekin's Inner Demon's Tornado hits Assassin for 24 lightning, 22 physical (46 total damage).
Tarmak Drakekin's Inner Demon's Tornado hits Tarmak Drakekin for 23 lightning, 26 physical (49 total damage).
Tarmak Drakekin's Inner Demon's Tornado hits Tarmak Drakekin's Inner Demon for 23 lightning, 23 physical (46 total damage).
Tarmak Drakekin's Inner Demon's Tornado hits Tarmak Drakekin's Inner Demon for 23 lightning, 23 physical (46 total damage).
Tarmak Drakekin's Inner Demon's Tornado hits Tarmak Drakekin's Inner Demon for 23 lightning, 23 physical (46 total damage).
Tarmak Drakekin's Inner Demon uses Prismatic Slash.
Tarmak Drakekin is on fire!
Tarmak Drakekin's Inner Demon is on fire!
Tarmak Drakekin is stunned by the burning flame!
Tarmak Drakekin's Inner Demon gains 0% of a turn from Ancestral Life.
Tarmak Drakekin HEALS from nature damage!
Tarmak Drakekin's Inner Demon HEALS from nature damage!
Veluretha the thief's Temporal Bolt hits Tarmak Drakekin's Inner Demon for 159 temporal damage.
Melee retaliation hits Tarmak Drakekin's Inner Demon for 1 mind, 11 cold, 1 nature, 1 mind, 11 cold, 1 nature (27 total damage).
Tarmak Drakekin's Inner Demon hits Tarmak Drakekin for 0 nature, 1 fire, 5 light, 1 fire, 5 light, 16 fire (28 total damage).
Tarmak Drakekin's Inner Demon hits Tarmak Drakekin's Inner Demon for 16 fire damage.
Tarmak Drakekin gains 0% of a turn from Ancestral Life.
Tarmak Drakekin HEALS from nature damage!
Burning Shock from Tarmak Drakekin's Inner Demon hits Tarmak Drakekin for 2 fire damage.
Poison from Poreselle the white wolf hits Tarmak Drakekin for 8 nature, 5 healing (8 total damage) [5 healing].
Ravage from Emelivea the multi-hued drake hatchling hits Tarmak Drakekin for 50 physical damage.
Tarmak Drakekin the level 20 thalore wyrmic was tortured to death by Emelivea the multi-hued drake hatchling on level 2 of The Maze.
Tarmak Drakekin gains 0% of a turn from Ancestral Life.























































































