









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 | Shalore |
| Class | Doombringer |
| Level / Exp | 20 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Glorodatta the maulotaur at level 19 on the 11st Haze 122nd year of Ascendancy at 03:48 2 / 4Killed by Bethebeth the snow giant thunderer at level 20 on the 24th Haze 122nd year of Ascendancy at 01:44 Killed by Doomelf at level 20 on the 25th Haze 122nd year of Ascendancy at 22:06 Killed by Doomelf at level 20 on the 25th Haze 122nd year of Ascendancy at 22:13 |
Primary Stats
| Strength | 59 (base 48) |
| Dexterity | 24 (base 10) |
| Constitution | 29 (base 12) |
| Magic | 48 (base 40) |
| Willpower | 26 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | 704/704 |
| Mana | 316/316 |
| Stamina | 207/207 |
| Vim | 226/226 |
| Healing Factor | 1.273216080402 |
| Regeneration | 1.8461633165829 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 40 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Cold | +11% |
| Physical | +9% |
| Blight | +9% |
| Arcane | +3% |
| Mind | +12% |
| Nature | +30% |
Offense: Damage Penetration
| Physical | +12% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 46.08934837382 (81.030927835052%) |
| Defense | 20 |
| Ranged Defense | 22 |
| Fatigue | 26 |
| Physical Save | 37 |
| Spell Save | 26 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 28%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 8%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 15%( 70%) |
| Mind | + 19%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Disarm Resistance | 42% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 18% |
| Blind Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 461% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 157 damage for 3 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 152 damage for 3 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 357% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| 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. | active |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the repented thief from death by Porerith the fire drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed bear paw. | 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 within12 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Elina' (3 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% physical Melee Ret 20 acid ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% Resists +8% lightning +8% temporal +2% physical Max.HP +20.00 A pair of boots made of leather. |
| Light source | brass lantern 'Koridur'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% light Phys.save +15 (+6 eff.) Max.HP +42.00 Blind- +5% Poison- +5% Confus- +10% ---------- misc Light +2 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 | Balikalthokor (5 def, 15 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Acc +8 (+3 eff.) Melee Ret 8 physical ----- def ----- Armour +15 Defense +5 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +9 (+4 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xuriabeth the Cloudnoon (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Con dps ---------- Apr +2 On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Fatigue -5% ---------- misc Stam/turn +0.40 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xessra0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% blight +11% cold Res.pen +10% arcane ----- def ----- Resists +12% blight +22% cold +6% nature Poison- +13% Disease- +10% Rings can have magical properties. |
| On fingers | Radhugosus0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex dps ---------- Spell.crit +3% Dmg.mod +11% acid +6% blight +12% mind +3% arcane Acc +6 (+2 eff.) ----- def ----- Resists +12% mind +22% acid ---------- misc Max.vim +30.00 Rings can have magical properties. |
| Around waist | spiritwalker's rough leather belt of burglary1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Cun +5 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +5 Mana/turn +0.10 Max.mana +22.00 Infravis +3 A belt that goes around your waist. |
| In main hand | Loamkarma the dwarven-steel greatsword (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 35.5 - 56.8 Nature Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 nature While equipped: Stats +2 Dex +10 Wil +2 Cun +5 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +9% nature Res.pen +12% physical ----- def ----- Disarm- +22% Massive two-handed swords. |
| On hands | hardened leather gloves 'Aerena' (0 def, 6 armour)1.0 T3 hands armor [Rare] Master While equipped: ----- def ----- Armour +6 Resists +15% nature Crit.dmg- 15.00% Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +46.00 Cut- +10% Disarm- +20% Teleport- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening dwarven-steel plate armour of Eyal (5 def, 11 armour)17.0 T3 massive armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Mind.save +10 (+5 eff.) Max.HP +49.00 HP.reg +1.20 Heal.mod +13% A suit of armour made of metal plates. |
| Cloak | Gynarisin the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Mag +2 Cun ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 ---------- misc Infravis +2 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Rotlore'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +21% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% nature Amulets can have magical properties. |
Inventory
wild infusion of the titan (resist 17%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
9 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. |
263 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
5 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Kogar the Flashminister1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Str dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Melee Ret 8 lightning ----- def ----- Resists +10% blight +4% physical +8% darkness Phys.save +30 (+11 eff.) ---------- misc Stam/turn +0.40 Light +3 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 23 blight damage or heals 32 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (0/1)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 30 power out of 17/30 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 (1/1)2.0 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 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. |
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. |
5 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. |
9 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. |
3 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doomelf the Shalore Doombringer level 10
9th Dusk 122nd year of Ascendancy at 02:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Doomelf the Shalore Doombringer level 20
11st Haze 122nd year of Ascendancy at 18:02 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Doomelf the Shalore Doombringer level 5
79th Pyre 122nd year of Ascendancy at 09:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doomelf the Shalore Doombringer level 10
9th Dusk 122nd year of Ascendancy at 02:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Doomelf the Shalore Doombringer level 20
11st Haze 122nd year of Ascendancy at 06:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doomelf the Shalore Doombringer level 10
16th Dusk 122nd year of Ascendancy at 08:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Doomelf the Shalore Doombringer level 15
56th Dusk 122nd year of Ascendancy at 17:09 see stats
Log
Yvimina the orc warrior roars with rage shaking off 1 mental debuffs!
Doomelf is stunned!
Yvimina the orc warrior hits Doomelf for 7 physical, 7 light, 7 lightning, 24 physical, 11 light, 14 lightning (70 total damage).
Doomelf hits Yvimina the orc warrior for (8 blocked), 0 physical, 20 blight, 18 fire, 21 acid, (8 blocked), 0 physical, 20 blight, 18 fire, 21 acid (118 total damage).
Yvimina the orc warrior casts Flame Leash.
Doomelf starts suffocating to death!
Doomelf is suffocating.
Doomelf returns to normal.
Doomelf the level 20 shalore doombringer suffocated to death on level 2 of Daikara.
You have 2 life(s) left.
Doomelf is not stunned anymore.
Doomelf deactivates Abyssal Shield.
Doomelf deactivates Horrifying Blows.
Doomelf can breathe again.
The protective shield of Doomelf disappears.
Doomelf deactivates Premonition.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Talent Darkfire is ready to use.
Talent Dig is ready to use.
Talent Rush is ready to use.
Talent Reckless Strike is ready to use.
Talent Abduction is ready to use.
Doomelf activates Horrifying Blows.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...

















































































