











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 11 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 31st Dusk 122nd year of Ascendancy at 19:36 / 1 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 43 (base 36) |
| Constitution | 25 (base 22) |
| Magic | 16 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 20 (base 12) |
Resources
| Life | -34/284 |
| Mana | 55/200 |
| Stamina | 149/162 |
| Healing Factor | 1.3245178243369 |
| Regeneration | 5.6292007534319 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 24.388114253578 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 40 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +10% |
| Physical | +6% |
| Mind | +21% |
| Fire | +14% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +10% |
| Mind | +15% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 7 (38.594633868923%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 17 |
| Mental Save | 13 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 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. | done |
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 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed electric eel tail. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Cuthydil (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% mind Res.pen +10% physical Acc +5 (+2 eff.) Apr +1 Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of elm arrows (10/13, 124% power, 5 apr)3.0 T1 arrow ammo [Ego+] Master Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Capacity 13 On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Shockbrand the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +2 Cun dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+2 eff.) Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +1.00 A cap made of leather. |
| Tool | Radhonaridar the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical Apr +4 ----- def ----- Fatigue -5% Resists +2% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +6 (+4 eff.) Rings make your fingers look great! |
| Around waist | Yvassra the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% acid ----- def ----- Resists +6% lightning +6% temporal Crit.chn- 5.00% ---------- misc Infravis +3 See.Invis +3 A belt that goes around your waist. |
| In main hand | Emelyth the elm longbow4.0 T1 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +1 Atk.spd 100% Range +6 Proj.spd +200% Ranged+ +9 fire On Hit.r1 +4 arcane While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
| On hands | iron gauntlets 'Stormschism' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning +5% cold +15% mind Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +15% fire A suit of armour made of leather. |
| Cloak | Salerin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Crit.chn- 5.00% Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
iron greatsword (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 115% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
creative mossy mindstar of life (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- misc 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. |
Durynarisus1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Phys.save +5 (+5 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 Psi/ret +0.04 A belt that goes around your waist. |
Growtyphoon (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Defense +1 (+1 eff.) Resists +12% nature +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of rushing (0 def, 3 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 ---------- misc Infravis +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeragas (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 2 arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
Amerak (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% arcane Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% mind ---------- misc Mana/turn +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of elm arrows of daylight (24/24, 111% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 111% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 24 Ranged+ +8 light Against +11% Undead Arrows are used with bows to pierce your foes to death. |
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. |
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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Galebreacher2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Apr +4 Melee Ret 6 lightning ----- def ----- Phys.save +6 (+6 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+6 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zsaznik the Shalore Archer level 9
5th Dusk 122nd year of Ascendancy at 15:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zsaznik the Shalore Archer level 10
27th Dusk 122nd year of Ascendancy at 11:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zsaznik the Shalore Archer level 9
8th Mirth 122nd year of Ascendancy at 02:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zsaznik the Shalore Archer level 9
24th Dusk 122nd year of Ascendancy at 23:21 see stats
Log
Bill the Stone Troll's deep wound closes.
Zsaznik's Shoot performs a ranged critical strike against Bill the Stone Troll!
Bill the Stone Troll shrugs off Zsaznik's 'Deep Wound'!
Zsaznik's Shoot hits Bill the Stone Troll for 120 physical, 9 fire, 4 arcane (133 total damage).
Talent Steady Shot is ready to use.
Zsaznik shoots!
Zsaznik's Shoot hits Bill the Stone Troll for 122 physical, 9 fire, 4 arcane (134 total damage).
Bill the Stone Troll rushes out!
Bill the Stone Troll performs a melee critical strike against Zsaznik!
Zsaznik is dazed!
Bill the Stone Troll hits Zsaznik for 206 physical damage.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 2 physical, 2 mind (6 total damage).
Zsaznik casts Rune: Blink.
There is a way to the previous level here (press '' or right click to use).
Zsaznik is out of phase.
Bill the Stone Troll has finished recovering.
You cannot currently leave the level.
You cannot currently leave the level.
Zsaznik shoots!
Zsaznik's Shoot hits Bill the Stone Troll for 33 physical, 5 fire, 2 arcane (39 total damage).
Talent Steady Shot is ready to use.
Talent Concealment is ready to use.
Bill the Stone Troll uses Death Dance.
Zsaznik is not dazed anymore.
Bill the Stone Troll hits Zsaznik for 129 physical damage.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 2 physical, 2 mind (6 total damage).
Zsaznik the level 11 shalore archer was sliced to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.















































































