






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Hulk! 1.4.8 Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 50 / 77187% |
Size | medium |
Lifes / Deaths | Killed by rimebark at level 50 on the 2nd Mirth 122nd year of Ascendancy at 05:13 / 1 |
Primary Stats
Strength | 61 (base 60) |
Dexterity | 62 (base 60) |
Constitution | 66 (base 60) |
Magic | 15 (base 12) |
Willpower | 16 (base 12) |
Cunning | 17 (base 12) |
Resources
Life | -641/1212 |
Healing Factor | 2.5 |
Regeneration | 1.1249999981374 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 65 |
Accuracy | 41 |
Crit Chance | 20% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
All | 0% |
Nature | +30% |
Offense: Damage Penetration
Acid | +10% |
Fire | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 10 |
Mental Save | 11 |
Defense: Resistances
Darkness | + 9%( 70%) |
Fire | + 19%( 70%) |
Nature | + 25%( 70%) |
Physical | + 4%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by Suicide. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Suicide. Escort: lost sun paladin (level 1 of Old Forest) | failed |
Equipment
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage (Melee): 7 physical Damage when hit (Melee): 6 light Changes resistances: +4% physical / +9% darkness / +15% cold Changes damage: +5% physical Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +5 Defense: +7 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 acid Changes stats: +9 Cun / +8 Str Changes resistances: +19% fire / +11% cold Changes resistances penetration: +10% acid / +25% fire A cap made of leather. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Critical mult.: +31.00% Massive two-handed swords. |
Inventory
![]() regeneration infusion (heal 390; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() blink rune of the wizard (range 5; phase 24; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() ethereal rune (power 17; resist 32%; move 46%; dur 5; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 32% all resistance, you move 46% faster, and you are invisible (power 17). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() stormshield rune (threshold 23; blocks 3; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Samalathahek the Weepfoe (12-17 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 light Damage (radius 1) on hit: +16 light When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +10 Armour: +8 Defense: +25 (+9 eff.) Changes resistances: +9% nature / +6% fire Changes resistances penetration: +10% all Changes damage: +12% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
![]() caustic voratun dagger of massacre (48-62 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.5 - 61.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +36 acid / +35 nature When wielded/worn: Armour penetration: +12 Changes resistances penetration: +9% acid / +15% nature Sharp, short and deadly. |
![]() quick voratun dagger of crippling (40-52 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +6.0% Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
![]() Haradir the Eclipsestone (24-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +12 fire When wielded/worn: Changes resistances: +20% blight Changes resistances penetration: +10% blight / +25% darkness Changes damage: +30% blight Massive two-handed mauls. |
![]() enhanced voratun greatsword of disruption (63-101 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +33% Unnatural When wielded/worn: Changes stats: +19 Str / +10 Dex / +17 Mag / +13 Wil / +12 Cun / +13 Con Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Treepower (15-18 power, 3 apr, light element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 43% Changes stats: +7 Cun / +4 Wil Changes resistances: +20% nature Changes damage: +6% acid / +15% light / +12% nature Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 55.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ash magestaff 'Lightbraid' (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Changes resistances: +15% blight / +18% cold / +9% light Changes resistances penetration: +30% light Changes damage: +15% lightning / +9% acid Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 40.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Dawnream the elven-silk robe (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +11% lightning / +3% temporal / +17% darkness / +12% light / +11% cold / +17% mind / +15% all Changes resistances penetration: +5% temporal Changes damage: +30% lightning / +16% physical / +27% cold Physical save: +14 (+5 eff.) Spell save: +15 (+12 eff.) Mental save: +48 (+28 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +5% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's elven-silk wizard hat of frost (+8%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +8% mind / +22% cold Changes damage: +11% mind / +15% cold Physical save: +10 (+4 eff.) Mental save: +14 (+11 eff.) Maximum psi: +18.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +15% blight / +30% darkness Life regen: +2.00 Maximum life: +63.00 Light radius: +1 Healing mod.: +17% A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Changes resistances: +28% acid Life regen: +7.30 Stamina each turn: +1.40 A suit of armour made of mail. |
![]() duelist's drakeskin leather armour (25 def, 14 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+9 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Dex A suit of armour made of leather. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
Achievements
By Suicide the Shalore Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Suicide the Shalore Adventurer level 20
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Suicide the Shalore Adventurer level 30
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Suicide the Shalore Adventurer level 40
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Suicide the Shalore Adventurer level 50
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Suicide the Shalore Adventurer level 50
1st Mirth 122nd year of Ascendancy at 07:55 see stats
By Suicide the Shalore Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Suicide the Shalore Adventurer level 50
1st Mirth 122nd year of Ascendancy at 18:08 see stats
Log
Fire drake's devouring flames area effect hits Xerygara the wolf for 38 fire damage.
Fire drake's devouring flames area effect hits Suicide for 23 fire damage.
Rimebark's ice area effect hits Rimebark for 588 cold damage.
Rimebark's ice area effect hits Giant spider for 588 cold damage.
Rimebark's ice area effect hits Xerygara the wolf for 415 cold damage.
Rimebark uses Winter's Fury.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
You feel a surge of power as a powerful creature falls nearby.
Fire drake's devouring flames area effect hits Ce'Nenor the giant acid ant for 0 fire damage.
Fire drake's devouring flames area effect hits Rimebark for 48 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 5 fire damage.
Fire drake's devouring flames area effect hits Rimebark for 48 fire damage.
Fire drake's devouring flames area effect hits Xerygara the wolf for 38 fire damage.
Fire drake's devouring flames area effect hits Suicide for 23 fire damage.
Rimebark's ice area effect hits Xerygara the wolf for 351 cold damage.
Rimebark's ice area effect hits Suicide for 263 cold damage.
Rimebark's ice area effect hits Ritch flamespitter for 498 cold damage.
Ritch flamespitter hits Suicide for 226 fire damage.
Rimebark's ice area effect hits Rimebark for 588 cold damage.
Rimebark's ice area effect hits Suicide for 311 cold damage.
Rimebark's ice area effect hits Xerygara the wolf for 415 cold damage.
Poison from Xerygara the wolf hits Suicide for 9 nature damage.
Rimebark's ice area effect hits Suicide for 809 cold damage.
Xerygara the wolf's poison area effect hits Suicide for 22 nature damage.
Fire drake's devouring flames area effect hits Suicide for 65 fire damage.
Rimebark's ice area effect hits Suicide for 957 cold damage.
Suicide the level 50 shalore adventurer was iced to death by a rimebark on level 2 of Old Forest.