











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.6Donators/Buyers bonus! Show Second Weapon Set 1.7.0Modifies the equipment/inventory dialog to optionally include equipment frames for the second weapon set, controlled by game option "UI | Show second weapon set in equipment dialog". Equipment can be wielded directly to the second weapon set by dragging it from the inventory list. Also optionally lists wielded equipment in the second weapon set in the "Equipment" section of the character's online character sheet, controlled by game option "Online | Show second weapon set in character sheet". Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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:
 Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Anorithil | 
| Level / Exp | 10 / 60% | 
| Size | medium | 
| Lifes / Deaths | Killed by Cyriwe the wolf at level 10 on the 5th Profit 122nd year of Ascendancy at 19:55/ 1 | 
Primary Stats
| Strength | 22 (base 10) | 
| Dexterity | 9 (base 10) | 
| Constitution | 29 (base 22) | 
| Magic | 32 (base 34) | 
| Willpower | 17 (base 10) | 
| Cunning | 21 (base 13) | 
Resources
| Life | -1/436 | 
| Positive | 39/77 | 
| Negative | 18/77 | 
| Healing Factor | 1.4024687383468 | 
| Regeneration | 0.35061718458669 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | -3.3306690738755E-14% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 3 | 
Offense: Mainhand
| Damage | 18 | 
| Accuracy | 8 | 
| Crit Chance | 5% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 35 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +10% | 
| Mind | +10% | 
Offense: Damage Penetration
| Mind | +15% | 
| Cold | +5% | 
Defense: Base
| Armour (hardiness) | 12 (30%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 2 | 
| Physical Save | 26 | 
| Spell Save | 21 | 
| Mental Save | 18 | 
Defense: Resistances
| Acid | + 6%( 70%) | 
| Darkness | + 8%( 70%) | 
| Temporal | + 8%( 70%) | 
| Cold | + 8%( 70%) | 
| Fire | + 8%( 70%) | 
| Mind | + 12%( 70%) | 
| All | + 3%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 22% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Acid Wave Use 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 unleash a cone dealing 47.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. | 
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. | 
Class Talents
| Celestial / Eclipse | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Sunlight | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Star fury | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Twilight | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Hymns | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | Improves/gives invisibility (power 8), reducing damage dealt by 40%.Invisibility | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 lone alchemist to the recall portal on level 2 of Trollmire.Escort: lone alchemist (level 2 of Trollmire) As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | active | 
Equipment
| On feet |  Emelodhewyn the Chilldream (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Ignore resists +5% cold On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Armor +1 Fatigue -5% Physical save +5 (+2 eff.) other ------- Encumbrance +20 Stamina/turn +1.00 A pair of boots made of leather. | 
| On hands |  steady rough leather gloves of strength (+3) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) Accuracy +5 (+5 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+3 eff.) Disarm Resist +22% 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. | 
| On head |  insulating linen wizard hat of the mind (+6%) (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Damage +10% mind defense ------ Defense +1 (+0 eff.) Resistance +6% fire +10% mind +5% cold A pointy cloth hat, very wizardly... | 
| Tool |  iron torque of gale force [power 100]  (15 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 60 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Camerehad 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +4 Wil offense ------ Mind Crit +1% Mindpower +31 (+12 eff.) Ignore resists +15% mind Rings make your fingers look great! | 
| Around waist |  Baroran the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun defense ------ Armor +4 Defense +9 (+4 eff.) Resistance +3% acid Spell save +6 (+3 eff.) Stealth +6 Healmod +15% other ------- Max psi +10.00 A belt that goes around your waist. | 
| Main armor |  Skin of Many (12 def, 6 armour) 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
| In main hand |  Duralar (10-12 power, 2 apr, light element) 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Str offense ------ Spell Crit +1% Physical Power +10 (+5 eff.) Spellpower +3 (+2 eff.) Damage +10% light Ignore Armor +2 When Hit 2 acid defense ------ Resistance +6% darkness +5% temporal Out-of-Phase Defense +6 Out-of-Phase Resistance +8% Out-of-Phase Resilience +8% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| Cloak |  resilient linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Light source |  survivor's brass lantern of health 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Life +40.00 Healmod +10% other ------- 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. | 
Inventory
|  shielding rune of the psychic (absorb 150; dur 4; cd 16) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  balanced iron battleaxe of erosion (13-20 power, 1 apr) 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Nature/Master Weapon Damage 13.5 - 20.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +9 (+7 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +27% Massive two-handed battleaxes. | 
|  Bill's Tree Trunk (30-51 power, 7 apr) 5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  magewarrior's short ash magestaff (15-18 power, 3 apr, arcane element) 5.0 Encumbrance T2 staff 1H weapon [Ego+] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +7 (+3 eff.) Spellpower +11 (+6 eff.) Damage +15% arcane Accuracy +6 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Bethyrebeth =unlife= 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% defense ------ Resistance +5% blight +2% physical Healmod +5% Poison Resist +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  shimmering woollen robe of blight (+10%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% arcane +10% blight defense ------ Resistance +10% blight +9% all other ------- Max mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of iron boots 'Lorirerin' (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +15 (+7 eff.) Accuracy +5 (+5 eff.) Ignore Armor +3 defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  grounding rough leather cap of strength (+3) (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +7% temporal A cap made of leather. | 
|  quiver of elm arrows of erosion (17/17, 13-18 power, 5 apr) 3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Nature Weapon Damage 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 On-ranged-hit +8 nature Arrows are used with bows to pierce your foes to death. | 
|  78 alchemist agate 0.0 Encumbrance 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. | 
|  Scrying Orb 1.0 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 Chest 2.0 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. | 
|  It Which Writhes 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Urist McSunMoon the Dwarf Anorithil level 10
4th Profit 122nd year of Ascendancy at 16:50 see stats
 Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Urist McSunMoon the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 06:49 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Urist McSunMoon the Dwarf Anorithil level 9
1st Profit 122nd year of Ascendancy at 18:54 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Urist McSunMoon the Dwarf Anorithil level 8
2nd Acquisition 122nd year of Ascendancy at 20:46 see stats
Log
Urist McSunMoon deactivates Chant of Fortress.
Urist McSunMoon is dazed!
Talent Healing Light is ready to use.
Urist McSunMoon casts Healing Light.
Urist McSunMoon receives 126 healing.
Cyriwe the wolf recovers sight.
Cyriwe the wolf uses Shield Pummel.
Urist McSunMoon is not dazed anymore.
The shattering blow creates a shockwave!
Urist McSunMoon is stunned!
Cyriwe the wolf hits Urist McSunMoon for 16 physical, 20 physical (36 total damage).
Melee retaliation hits Cyriwe the wolf for 1 acid, 5 darkness, 8 light, 1 acid, 5 darkness, 8 light (32 total damage).
Talent Twilight Surge is ready to use.
Talent Infusion: Wild is ready to use.
Talent Moonlight Ray is ready to use.
Talent Twilight is ready to use.
Talent Searing Light is ready to use.
Cyriwe the wolf's skin returns to normal.
Urist McSunMoon is not stunned anymore.
Urist McSunMoon activates Jumpgate.
Cyrana the forest troll casts Black Ice.
Cyrana the forest troll hits Urist McSunMoon for 39 cold damage.
Cyriwe the wolf uses Shattering Shout.
Cyriwe the wolf hits Urist McSunMoon for 113 physical damage.
Urist McSunMoon the level 10 dwarf anorithil was cleaved to death by Cyriwe the wolf on level 3 of Trollmire.
Urist McSunMoon vanishes from sight.











































