








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 | 
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Berserker | 
| Level / Exp | 16 / 99% | 
| Size | medium | 
| Lifes / Deaths | Killed by Batiel at level 9 on the 6th Mirth 122nd year of Ascendancy at 03:440 / 7 Killed by fire wyrm at level 13 on the 38th Dusk 122nd year of Ascendancy at 19:17 Killed by Cyremira the snow giant chieftain at level 14 on the 41st Dusk 122nd year of Ascendancy at 05:08 Killed by Cyremira the snow giant chieftain at level 14 on the 41st Dusk 122nd year of Ascendancy at 05:27 Killed by snow giant boulder thrower at level 14 on the 41st Dusk 122nd year of Ascendancy at 05:42 Killed by Cyremira the snow giant chieftain at level 16 on the 20th Haze 122nd year of Ascendancy at 15:42 Killed by Varsha the Writhing at level 16 on the 20th Haze 122nd year of Ascendancy at 22:07 | 
Primary Stats
| Strength | 43 (base 43) | 
| Dexterity | 18 (base 11) | 
| Constitution | 42 (base 33) | 
| Magic | 14 (base 10) | 
| Willpower | 21 (base 10) | 
| Cunning | 15 (base 10) | 
Resources
| Life | -2/604 | 
| Stamina | 198/198 | 
| Equilibrium | 40 | 
| Healing Factor | 1.4464150943397 | 
| Regeneration | 55.609303741899 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 2 | 
| See Stealth | 10 | 
| See Invisible | 10 | 
Offense: Mainhand
| Damage | 108 | 
| Accuracy | 49 | 
| Crit Chance | 66% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 14 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +15% | 
| Mind | +18% | 
| Fire | +6% | 
| Light | +18% | 
Offense: Damage Penetration
| Mind | +15% | 
Defense: Base
| Armour (hardiness) | 52.723073231957 (93.924050632911%) | 
| Defense | 14 | 
| Ranged Defense | 14 | 
| Fatigue | 23 | 
| Physical Save | 31 | 
| Spell Save | 31 | 
| Mental Save | 13 | 
Defense: Resistances
| Nature | + 29%( 70%) | 
| Acid | + 28%( 70%) | 
| Light | + 55%( 70%) | 
| Cold | + 50%( 70%) | 
| Darkness | + 26%( 70%) | 
| Arcane | + 25%( 70%) | 
| Fire | + 28%( 70%) | 
| All | + 21%( 70%) | 
Defense: Immunities
| Stun Resistance | 56% | 
| Confusion Resistance | 30% | 
| Pinning Resistance | 56% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 30% | 
Inscriptions (2/3)
| 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: Regeneration Use 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 60 life over 5 turns. | 
Class Talents
| Technique / Combat techniques | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.50 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Bloodthirst | 1.20 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Berserker Rage | 
| detrimental effect | The target is on fire, taking 18.86 fire damage per turn.Burning | 
| beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 20.48, and stamina regeneration by 4.10.Bloodbath | 
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn.Regeneration | 
| beneficial effect | Increases critical hit chance by 43%.Berserker Rage | 
| detrimental effect | The target is confused, acting randomly (chance 14%) and unable to perform complex actions.Confused | 
| detrimental effect | The target is poisoned, taking 19.27 nature damage per turn. Damage dealt is reduced by 10%.Deadly Poison | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns).Infusion Saturation | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%.Pain Suppression | 
| detrimental effect | The target is maimed, unable to correctly wield a weapon.Disarmed | 
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 | 
| You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair.Escort: injured seer (level 3 of Norgos Lair) As a reward you improved talent Nature's Touch (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair.Escort: lost warrior (level 2 of Norgos Lair) As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Daikara.Escort: repented thief (level 1 of Daikara) As a reward you improved Dexterity by +2. | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved Dexterity by +2. | 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 treasure It 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 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. | 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 3 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear | active | 
| 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 |  miner's pair of iron boots of tirelessness (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Infravision radius: +2 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 Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 25/30) : Effective talent level: 3.0 Power cost: 30 out of 25/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 12.91 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
| Tool |  Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  Rhistir Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Con Changes resistances: +6% light / +5% arcane Changes damage: +6% mind Physical save: +6 (+3 eff.) Rings can have magical properties. | 
| On fingers |  Vargh Redemption Infused 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 10.45 cold and 9.09 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 24/60. This azure ring seems to be always moist to the touch. | 
| Around waist |  nightruned rough leather belt of recklessness Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Changes resistances: +7% light / +6% darkness Critical mult.: +6.00% A belt that goes around your waist. | 
| In main hand |  Hettedunagorn (52-78 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +9% fire Massive two-handed mauls. | 
| On hands |  Kindlewolf (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Dex / +4 Wil / +4 Cun Changes damage: +6% fire Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Toredehor (4 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+4 eff.) Fatigue: +17% Damage when hit (Melee): 11 physical Changes resistances penetration: +15% mind Changes damage: +12% mind Physical save: +7 (+4 eff.) Spell save: +30 (+13 eff.) Life regen: +1.00 Mana when firing critical spell: +2.00 Maximum life: +55.00 Healing mod.: +12% A suit of armour made of metal plates. | 
| Cloak |  thick linen cloak of Eldoral (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
Inventory
|  copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. | 
|  truestriking dwarven-steel greatmaul of projection (40.5-60.75 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical Massive two-handed mauls. | 
|  Alysin the steel greatsword (27.5-44 power, 11 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Fatigue: -2% Changes stats: +3 Str / +1 Mag / +2 Cun Changes resistances: +12% blight Changes damage: +3% blight Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. prismatic steel mail armour of spell shielding (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +12% light / +11% darkness / +6% arcane Spell save: +14 (+7 eff.) A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. cured leather armour 'Isleriatha' (11 def, 8 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +11 (+8 eff.) Ranged Defense: +9 (+7 eff.) Fatigue: +7% Changes resistances: +18% acid Changes resistances penetration: +25% physical Changes damage: +6% physical Critical mult.: +10.00% Only die when reaching: -40.00 life A suit of armour made of leather. | 
|  2 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 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), 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. | 
|  citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Batiel the Cornac Berserker level 15
53rd Dusk 122nd year of Ascendancy at 04:28 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Batiel the Cornac Berserker level 16
6th Haze 122nd year of Ascendancy at 20:05 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Batiel the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 07:18 see stats
 Poisonous
			Sided with the assassin lord.
			Poisonous
			Sided with the assassin lord.By Batiel the Cornac Berserker level 11
4th Dusk 122nd year of Ascendancy at 16:22 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Batiel the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 08:00 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Batiel the Cornac Berserker level 12
25th Dusk 122nd year of Ascendancy at 19:45 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Batiel the Cornac Berserker level 15
53rd Dusk 122nd year of Ascendancy at 04:59 see stats
 Unstoppable
			Returned from the dead.
			Unstoppable
			Returned from the dead.By Batiel the Cornac Berserker level 16
20th Haze 122nd year of Ascendancy at 15:42 see stats
Log
Batiel hits Thief for 11 physical, 11 physical (22 total damage).
Batiel is confused and fails to use Attack.
Deadly Poison from Thief hits Batiel for 14 nature damage.
Faeros casts Flame.
Batiel hits Cold drake hatchling for 10 physical damage.
Cold drake hatchling hits Batiel for 4 physical damage.
Batiel is on fire!
Faeros's Flame hits Batiel for 41 fire damage.
Thief hits Batiel for 2 physical, 1 physical (3 total damage).
Batiel hits Thief for 10 physical, 10 physical (20 total damage).
Batiel performs a melee critical strike against Cold drake hatchling!
Cold drake hatchling resists the mind attack!
Cold drake hatchling slows down.
Batiel hits Cold drake hatchling for 29 physical, 3 mind (32 total damage).
Cold drake hatchling hits Batiel for 2 cold damage.
Talent Rush is ready to use.
Talent Stunning Blow is ready to use.
Burning from Faeros hits Batiel for 14 fire damage.
Deadly Poison from Thief hits Batiel for 14 nature damage.
Batiel hits Faeros for 8 physical damage.
Thief hits Batiel for 2 physical damage.
Batiel hits Thief for 10 physical damage.
Batiel killed Thief!
Varsha the Writhing's firestorm hits Batiel for 30 fire damage.
Batiel hits Cold drake hatchling for 10 physical damage.
Cold drake hatchling hits Batiel for 4 physical damage.
Varsha the Writhing uses Wing Buffet.
Saving game...


































