









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 25 / 94% |
| Size | small |
| Lifes / Deaths | Killed by ritch flamespitter at level 6 on the 8th Mirth 122nd year of Ascendancy at 11:58 0 / 7Killed by Sylvia at level 23 on the 27th Pyre 123rd year of Ascendancy at 17:31 Killed by ogre rune-spinner at level 24 on the 3rd Mirth 123rd year of Ascendancy at 10:50 Killed by Chronolith Twin at level 25 on the 3rd Dusk 123rd year of Ascendancy at 11:43 Killed by Chronolith Twin at level 25 on the 3rd Dusk 123rd year of Ascendancy at 14:51 Killed by Chronolith Twin at level 25 on the 4th Dusk 123rd year of Ascendancy at 01:07 Killed by Xanydhetta the giant eel at level 25 on the 18th Dusk 123rd year of Ascendancy at 03:02 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 65 (base 51) |
| Willpower | 86 (base 55) |
| Cunning | 21 (base 11) |
Resources
| Life | -29/213 |
| Mana | 493/503 |
| Healing Factor | 1.5805405405406 |
| Regeneration | 5.6109189189191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +61.083804681201% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 11 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Fire | +8% |
| Arcane | +15% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +25% |
| Fire | +74% |
Defense: Base
| Armour (hardiness) | 20.5 (43.636363636364%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 12 |
| Physical Save | 24 |
| Spell Save | 44 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 67%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Darkness | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 60% |
| Confusion Resistance | 95% |
| Silence Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 11% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 226 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 276 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 8/11 |
| 9/24 |
| 2/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Burning Wake |
| talent | Adventure Friendly Fire Disabler |
| talent | Arcane Power |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Wildfire |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 11 Slowed by 0.40257894940862 Damage per turn 80 |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +89% arcane resistance. Arcane Storm |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 the naga invader, Lady Nashva. * 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 minotaur nose. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 lumberjacks have died. | 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 | pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Movement speed: +20% A pair of boots made of leather. |
| Light source | Armahad the StrikeruptureCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes resistances: +12% lightning Changes resistances penetration: +25% lightning / +25% fire Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Kindlewish the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +13% darkness / +30% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Infravision radius: +3 A cap made of leather. |
| Tool | steel torque of thermal psionic shield 'Ashtrail' [power 51] (20 cooldown) =con=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +2 Dex / +3 Con Changes resistances: +15% fire It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.34 cold and 19.61 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 53/60. This azure ring seems to be always moist to the touch. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Girdle of the Calm WatersInfused 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 main hand | Penitence (15-18 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +27 (+9 eff.) Spell crit. chance: +6% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | brawler's rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Wil / +2 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Zerodesus (3 def, 9 armour) =keep=Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+3 eff.) Fatigue: +16% Changes stats: +4 Cun / +5 Wil Changes resistances: +5% acid / +22% cold / +6% blight Changes damage: +15% arcane Allows you to breathe in: water Mental save: +12 (+4 eff.) A suit of armour made of mail. |
| Cloak | spellcowled linen cloak of Iron Throne (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Mag / +1 Wil / +1 Con Spell save: +6 (+2 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | AdassraPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +8 Mag Changes resistances penetration: +10% blight Critical mult.: +5.00% Mental save: +9 (+3 eff.) Cut immunity: +60% Life regen: +3.30 Mindpower: +6 (+2 eff.) Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 291 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
mindweaver's steel amulet of constitution (+4) =con=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +4 Con Mental save: +5 (+1 eff.) Confusion immunity: +12% Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
steel amulet of strength (+4) =str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Amulets can have magical properties. |
wanderer's steel amulet =con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +5 Con Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
titan's steel ring of pilfering =con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +9 Defense: +8 (+8 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's steel ring of perseverance =str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +26% Life regen: +1.80 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +7% temporal Stamina each turn: +0.50 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) =keep=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
This item will automatically be transmogrified when you leave the level.Olodin [power 31] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +9% temporal / +6% mind / +9% darkness Changes resistances penetration: +15% mind Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web Spell save: +9 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Sylvia the Yeek Archmage level 24
2nd Mirth 123rd year of Ascendancy at 00:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sylvia the Yeek Archmage level 16
56th Regrowth 123rd year of Ascendancy at 15:58 see stats
Exterminator
Killed 1000 creatures.By Sylvia the Yeek Archmage level 17
66th Regrowth 123rd year of Ascendancy at 16:45 see stats
Level 10
Got a character to level 10.By Sylvia the Yeek Archmage level 10
2nd Flare 122nd year of Ascendancy at 15:03 see stats
Level 20
Got a character to level 20.By Sylvia the Yeek Archmage level 20
76th Regrowth 123rd year of Ascendancy at 02:37 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sylvia the Yeek Archmage level 13
41st Dusk 122nd year of Ascendancy at 02:07 see stats
Size matters
Did over 600 damage in one attack.By Sylvia the Yeek Archmage level 18
67th Regrowth 123rd year of Ascendancy at 15:18 see stats
Take you with me
Killed a boss while already dead.By Sylvia the Yeek Archmage level 25
4th Dusk 123rd year of Ascendancy at 01:03 see stats
That was close
Killed your target while having only 1 life left.By Sylvia the Yeek Archmage level 23
27th Pyre 123rd year of Ascendancy at 17:28 see stats
The Arena
Unlocked Arena mode.By Sylvia the Yeek Archmage level 13
68th Haze 122nd year of Ascendancy at 19:20 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sylvia the Yeek Archmage level 24
3rd Mirth 123rd year of Ascendancy at 02:48 see stats
The secret city
Discovered the truth about mages.By Sylvia the Yeek Archmage level 13
67th Haze 122nd year of Ascendancy at 06:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sylvia the Yeek Archmage level 20
13rd Pyre 123rd year of Ascendancy at 21:34 see stats
Log
Grappled from Xanydhetta the giant eel hits Sylvia for (62 absorbed), (13 converted), 0 physical (0 total damage).
Sylvia hits Xanydhetta the giant eel for (11 resist armour), 0 fire (0 total damage).
Sylvia converts damage to mana!
Burning from Sylvia hits Xanydhetta the giant eel for (14 resist armour), 3 fire (4 total damage).
Grappling hits Sylvia for (0 converted), 0 physical (0 total damage).
Hotkey page 2 is now displayed.
Sylvia uses Infusion: Healing.
A shield forms around Sylvia.
Sylvia receives 278 healing from Infusion: Healing.
Hotkey page 1 is now displayed.
Sylvia misses Xanydhetta the giant eel.
Xanydhetta the giant eel hits Sylvia for (93 absorbed), 0 physical, (2 absorbed), 0 cold (0 total damage).
Sylvia hits Xanydhetta the giant eel for (13 resist armour), 0 fire (0 total damage).
Sylvia's cleansing fire area effect hits Xanydhetta the giant eel for (7 resist armour), 0 fire (0 total damage).
Sylvia is not stunned anymore.
Talent Blastwave is ready to use.
Talent Teleport is ready to use.
Talent Manathrust is ready to use.
Grappled from Xanydhetta the giant eel hits Sylvia for (75 absorbed), 0 physical (0 total damage).
Xanydhetta the giant eel stops burning.
Xanydhetta the giant eel throws two quick punches.
Your shield crumbles under the damage!
The shield around Sylvia crumbles.
Xanydhetta the giant eel performs a melee critical strike against Sylvia!
Sylvia deactivates Disruption Shield.
Sylvia's disruption shield collapses and then explodes in a powerful manastorm!
Xanydhetta the giant eel breathes ice!
Xanydhetta the giant eel's mind surges with critical power!
Saving game...






































































