
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 11 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 7 on the 79th Pyre 122nd year of Ascendancy at 10:41 0 / 5Killed by Emelara the large brown snake at level 11 on the 4th Regrowth 123rd year of Ascendancy at 05:40 Killed by Belathra the large white snake at level 11 on the 4th Regrowth 123rd year of Ascendancy at 08:18 Killed by Xana the skeleton archer at level 11 on the 4th Regrowth 123rd year of Ascendancy at 11:07 Killed by wizard master (cool) at level 11 on the 4th Regrowth 123rd year of Ascendancy at 11:12 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 36 (base 36) |
| Willpower | 25 (base 25) |
| Cunning | 14 (base 11) |
Resources
| Life | 174/174 |
| Mana | 278/278 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 2.9657544353832 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 10 |
| Crit Chance | 5% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Cold | +12% |
| Mind | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 6 |
| Physical Save | 15 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 3%( 70%) |
| Nature | + 6%( 70%) |
| Acid | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 failed to protect the lone alchemist from death by wizard master (cool). Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed warg claw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 2 turns) 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 feet | Chalarochak the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +9% darkness +3% temporal Die.at -20.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
| Around waist | Aremivea the Tideonslaught1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +12% cold ----- def ----- Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| Main armor | rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +15% acid HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
| On head | Chamalehir (1 def, 2 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% nature Mind.save +5 (+2 eff.) Die.at -60.00 life Blind- +10% A pointy cloth hat, very wizardly... |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | murderer's kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +3 (+3 eff.) Apr +4 A stylish kruk-style cloak, to look awesome. |
| In main hand | shimmering elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +7 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.14 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
Tempestpyre (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Rare] Master Power 13.5 - 20.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +4 acid While equipped: dps ---------- Dmg.mod +3% lightning Acc +7 (+7 eff.) ----- def ----- Defense +9 (+9 eff.) Resists +9% acid +9% cold Disarm- +29% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
iron greatmaul (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Normal] Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron mace of erosion (12-18 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature Blunt and deadly. |
gifted mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
exposing iron shield (0 def, 2 armour, 10-11 power, 20 block)7.0 T1 shield armor Reqs Shield usage training Str 11 [Ego] Psionic When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 16 On Melee Ret: * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbustooth the iron mail armour (12 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +4 Defense +12 (+10 eff.) Fatigue +12% Resists +16% acid +1% physical +12% lightning Blind- +10% A suit of armour made of mail. |
Zanabers the Glareoath1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% blight +3% mind Res.pen +15% mind +5% light ----- def ----- Resists +9% blight Phys.save +6 (+5 eff.) A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Elyleth (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +2 Wil +1 Cun dps ---------- Dmg.mod +9% physical Acc +5 (+5 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xata the Chargebraid (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% acid Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue -3% Resists +12% lightning Phys.save +6 (+5 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Breezeradiance the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% lightning +3% nature Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +6% temporal ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Charquill' (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% fire Res.pen +5% acid Melee Ret 2 acid 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Phys.save +6 (+5 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Willowviper' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+3 eff.) Dmg.mod +12% nature ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 A pointy cloth hat, very wizardly... |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Kindlestrike the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% fire ----- def ----- Resists +6% temporal +3% mind +6% fire ---------- misc Light +5 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.32 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Xenne the Blindmortal (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- S.pwr/crit +6 Dmg.mod +3% blight +12% temporal Melee Ret 4 light ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
overpowered iron torque of gale force [power 140] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 140 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 207 Base Damage: 100 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By wizard master (cool) the Cornac Archmage level 10
3rd Regrowth 123rd year of Ascendancy at 07:08 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By wizard master (cool) the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 20:35 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By wizard master (cool) the Cornac Archmage level 11
4th Regrowth 123rd year of Ascendancy at 11:12 see stats
Log
Xana the skeleton archer uses Stunning Blow.
Wizard master (cool) is stunned!
Xana the skeleton archer hits wizard master (cool) for 22 physical, 7 physical, 21 physical, 7 physical (56 total damage).
Xana the skeleton archer's Beyond the Flesh hits wizard master (cool) for 44 physical, 5 darkness, 9 nature, 7 physical (64 total damage).
wizard master (cool) receives 41 healing from Temporal Restoration Field.
Xana the skeleton archer uses Kinetic Strike.
Wizard master (cool) is pinned to the ground.
Xana the skeleton archer hits wizard master (cool) for 93 physical, 7 physical (100 total damage).
Wizard master (cool) casts Lightning.
Xana the skeleton archer's Beyond the Flesh hits wizard master (cool) for 33 physical damage.
wizard master (cool) the level 11 cornac archmage was impaled to death by Xana the skeleton archer on level 2 of Ruins of Kor'Pul.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Xana the skeleton archer's Beyond the Flesh killed wizard master (cool)!
Saving game...
Talent Command Staff is ready to use.
Talent Infusion: Healing is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Chain Lightning is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Flame is ready to use.
Talent Phase Door is ready to use.
Talent Nova is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!

















































































