










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 20 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 16 on the 42nd Dusk 122nd year of Ascendancy at 06:07 0 / 6Killed by Polessra the dire wolf at level 18 on the 64th Dusk 122nd year of Ascendancy at 05:14 Killed by Zubobretha the ultimate teluvorta at level 20 on the 71st Dusk 122nd year of Ascendancy at 10:24 Killed by Zubobretha the ultimate teluvorta at level 20 on the 71st Dusk 122nd year of Ascendancy at 15:19 Killed by Lisuwe the telugoroth at level 20 on the 71st Dusk 122nd year of Ascendancy at 18:25 Killed by Seamomies at level 20 on the 71st Dusk 122nd year of Ascendancy at 18:30 |
Primary Stats
| Strength | 75 (base 42) |
| Dexterity | 74 (base 48) |
| Constitution | 18 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 28 (base 12) |
Resources
| Life | 612/612 |
| Stamina | 200/200 |
| Healing Factor | 1.163829787234 |
| Regeneration | 4.0152127659573 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 40.549391208114 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 54 |
| Crit Chance | 9% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Mind | +10% |
| Physical | +12% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +5% |
| Fire | +15% |
| Cold | +14% |
Defense: Base
| Armour (hardiness) | 23 (49.309173272933%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 27 |
| Mental Save | 51 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Lightning | + 3%( 70%) |
| Fire | + 15%( 70%) |
| Darkness | + 6%( 70%) |
| Cold | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 52% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 40% |
| Poison Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. 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.' * You've found the needed warg claw. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of serendipity. 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.' * '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 vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Silyldatira the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +7 Fatigue +1% Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Stealth +7 Poison- +10% A pair of boots made of leather. |
| Quiver | acidic quiver of yew arrows of daylight (22/22, 36-50.4 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +11 acid +17 light Against +8% Undead On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
| Light source | Isluldatira the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Res.pen +15% physical Acc +6 (+2 eff.) Melee Ret 4 physical ----- def ----- Crit.dmg- 15.00% Max.HP +43.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xann (2 def, 0 armour)2.0 T3 head armor [Random Unique] Psionic While equipped: Stats +12 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +9% cold +6% nature +5% arcane Mind.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Glowstinger0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +10% mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +10% mind Phys.save +6 (+3 eff.) Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
| On fingers | Shadowrip the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% darkness Mind.save +30 (+9 eff.) Max.HP +22.00 Heal/summ +30 Disarm- +20% Pinning- +30% Knockbk- +28% ---------- misc Psi/ret +0.04 Max.psi +10.00 Rings can have magical properties. |
| Around waist | rough leather belt 'Aleneg'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Mag +4 Wil ----- def ----- Max.HP +38.00 ---------- misc See.Invis +6 A belt that goes around your waist. |
| In main hand | Furnaceprophet the yew longbow4.0 T3 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +11 cold On Hit.r1 +2 acid On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid +14% cold +15% fire ----- def ----- Armour +12 Resists +6% fire Longbows are used to shoot arrows at your foes. |
| On hands | Gloreldann (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +6 Str +4 Dex +5 Mag +1 Wil dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 ---------- misc See.Invis +3 Telepathy Demon/Minor Demon/Major Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | troll-hide rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.20 Heal.mod +10% A suit of armour made of leather. |
| Cloak | Brightimmortal (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Dex +2 Cun +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +9% fire Crit.dmg- 10.00% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +10 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Amulets can have magical properties. |
Inventory
phase door rune of the duelist (range 12; power 34; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Camechak the Unlightjam (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +4 darkness +4 blight On Crit.r2 +4 blight While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +10 (+6 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Resists +15% darkness Massive two-handed mauls. |
Amarain (14.5-20.3 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 acid On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +20% mind +25% temporal One-handed war axes. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+5 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 14 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
97 alchemist agate0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Seamomies the Skeleton Archer level 18
65th Dusk 122nd year of Ascendancy at 04:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Seamomies the Skeleton Archer level 7
4th Mirth 122nd year of Ascendancy at 00:40 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Seamomies the Skeleton Archer level 18
65th Dusk 122nd year of Ascendancy at 20:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Seamomies the Skeleton Archer level 10
1st Dusk 122nd year of Ascendancy at 22:03 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Seamomies the Skeleton Archer level 20
69th Dusk 122nd year of Ascendancy at 11:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Seamomies the Skeleton Archer level 8
1st Summertide 122nd year of Ascendancy at 14:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Seamomies the Skeleton Archer level 12
7th Dusk 122nd year of Ascendancy at 04:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Seamomies the Skeleton Archer level 14
21st Dusk 122nd year of Ascendancy at 06:49 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Lisuwe the telugoroth)).
Lisuwe the telugoroth uses Brain Storm.
Talent Escape is ready to use.
Talent Rush is ready to use.
Lisuwe the telugoroth casts Turn Back the Clock.
Lisuwe the telugoroth casts Searing Light.
Lisuwe the telugoroth hits Seamomies for 97 light damage.
Lisuwe the telugoroth's light area effect hits Seamomies for 47 light damage.
Seamomies shoots!
Seamomies deactivates Concealment.
Seamomies shrugs off the effect 'Regression'!
Lisuwe the telugoroth's Turn Back the Clock hits Seamomies for 56 temporal damage.
Lisuwe the telugoroth casts Moonlight Ray.
Lisuwe the telugoroth hits Seamomies for 164 darkness damage.
Seamomies the level 20 skeleton archer was darkened to death by Lisuwe the telugoroth and lost outside time on level 1 of Temporal Rift.
You have no more lives left.
Seamomies deactivates Intuitive Shots.
Seamomies deactivates Trained Reactions.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Lisuwe the telugoroth killed Seamomies!
Talent Steady Shot is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...












































































