










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Male |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 21 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Isabeth the dremling at level 21 on the 45th Dusk 122nd year of Ascendancy at 10:06 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 44 (base 39) |
| Magic | 70 (base 50) |
| Willpower | 18 (base 10) |
| Cunning | 22 (base 13) |
Resources
| Life | -170/688 |
| Positive | 52/110 |
| Negative | 36/110 |
| Healing Factor | 1.2955007465519 |
| Regeneration | 5.5058781728456 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 13 |
| Crit Chance | 7% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +24% |
| Mind | +3% |
| Blight | +3% |
| Arcane | +3% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 19%( 70%) |
| Mind | + 13%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 24%( 70%) |
| Physical | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 244/244 damage before it crumbles. Damage Shield |
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 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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed electric eel tail. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Thundermonster' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% light Changes damage: +3% lightning Critical mult.: +20.00% Mental save: +3 (+1 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. |
| Light source | Turosta the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +5 Mag Reduces incoming crit damage: 5.00% Confusion immunity: +20% Maximum life: +43.00 Light radius: +6 See invisible: +6 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 | linen wizard hat 'Arubeth' (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% mind / +16% fire Changes damage: +11% fire Disease immunity: +20% Only die when reaching: -20.00 life Maximum life: +40.00 Healing mod.: +5% A pointy cloth hat, very wizardly... |
| Tool | Noonravager [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Critical mult.: +5.00% Poison immunity: +20% Only die when reaching: -80.00 life Maximum psi: +10.00 Light radius: +2 It can be used to blast the opponent's mind dealing 113 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Chargewrest'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Str / +3 Wil Stun/Freeze immunity: +23% Life regen: +2.00 See invisible: +6 Rings make your fingers look great! |
| On fingers | Globrenn the PrismgrinderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% physical / +3% temporal Changes damage: +3% light Critical mult.: +15.00% Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Light radius: +2 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | ash magestaff 'Ivylle' (122% power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 122% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind Changes damage: +21% light Talent granted: +1 Command Staff Critical mult.: +19.00% Psi when hit: +0.12 Spellpower: +10 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Bethilrawen' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 14 lightning / 4 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +11% lightning / +3% arcane / +3% acid Changes damage: +9% lightning / +3% arcane Reduces incoming crit damage: 10.00% Disease immunity: +20% Spellpower: +4 (+1 eff.) When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +13 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+8 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | linen cloak 'Vorulelaith' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances penetration: +10% mind Changes damage: +3% blight / +3% mind Spellpower: +25 (+7 eff.) Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +11 Changes stats: +3 Con Critical mult.: +11.00% Physical save: +7 (+3 eff.) Life regen: +2.00 Maximum life: +34.00 Amulets make your neck look great! |
Inventory
copper ring 'Carrionbreacher'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Armour: +2 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning / +3% nature Only die when reaching: -20.00 life Rings make your fingers look great! |
copper ring 'Lisyth'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +22% acid / +6% temporal Changes damage: +11% acid / +6% mind Rings make your fingers look great! |
copper ring 'Rainjustice'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +6% blight / +3% cold / +6% nature Changes damage: +6% physical Critical mult.: +10.00% Poison immunity: +12% Disease immunity: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Spellblaze Shard (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level.Eilinuwen the Sootwrecker (129% power, 5 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 cold Damage (radius 2) on crit: +20 physical When wielded/worn: Physical power: +15 (+8 eff.) Defense: +15 (+8 eff.) Changes resistances: +6% darkness Massive two-handed swords. |
Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
206 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Baludrafast [power 200] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 35. * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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 AARGH! My Eyes! the Higher Anorithil level 11
6th Flare 122nd year of Ascendancy at 21:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By AARGH! My Eyes! the Higher Anorithil level 10
6th Mirth 122nd year of Ascendancy at 21:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By AARGH! My Eyes! the Higher Anorithil level 20
36th Dusk 122nd year of Ascendancy at 20:48 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By AARGH! My Eyes! the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 11:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By AARGH! My Eyes! the Higher Anorithil level 16
14th Dusk 122nd year of Ascendancy at 18:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By AARGH! My Eyes! the Higher Anorithil level 12
2nd Dusk 122nd year of Ascendancy at 08:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By AARGH! My Eyes! the Higher Anorithil level 12
3rd Dusk 122nd year of Ascendancy at 21:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By AARGH! My Eyes! the Higher Anorithil level 17
23rd Dusk 122nd year of Ascendancy at 22:42 see stats
Log
Vorann the shadowblade uses Infusion: Wild.
Vorann the shadowblade lessens the pain.
AARGH! My Eyes!'s defensive darkness area effect hits Vorann the shadowblade for (1 webs of fate), 2 darkness (2 total damage).
AARGH! My Eyes!'s sanctity area effect hits Vorann the shadowblade for (3 webs of fate), 5 light (5 total damage).
AARGH! My Eyes!'s light area effect hits Vorann the shadowblade for (23 webs of fate), 47 light (47 total damage).
Webs of Fate hits AARGH! My Eyes! for 1 darkness, 2 light, 17 light (20 total damage).
Vorann the shadowblade uses Block.
AARGH! My Eyes! casts Firebeam.
AARGH! My Eyes! hits Isabeth the dremling for (47 to bones), 0 fire (0 total damage).
Isabeth the dremling casts Soul Rot.
Talent Born into Magic is ready to use.
Talent Starfall is ready to use.
Vorann the shadowblade uses Shield Pummel.
Vorann the shadowblade is filled with dark power!
AARGH! My Eyes! is stunned!
Vorann the shadowblade HEALS from lightning damage!
Vorann the shadowblade HEALS from darkness damage!
Vorann the shadowblade HEALS from mind damage!
Vorann the shadowblade HEALS from light damage!
AARGH! My Eyes!'s defensive darkness area effect hits Vorann the shadowblade for (1 blocked), 0 darkness (0 total damage).
AARGH! My Eyes!'s light area effect hits Vorann the shadowblade for (30 blocked), 0 light, 8 healing (0 total damage) [8 healing].
Melee retaliation hits Vorann the shadowblade for (3 blocked), 0 lightning, (4 blocked), 0 darkness, 1 healing, (9 blocked), 0 light, 2 healing, (0 webs of fate), 0 mind, (3 blocked), 0 lightning, (4 blocked), 0 darkness, 1 healing, (9 blocked), 0 light, 2 healing, (0 webs of fate), 0 mind (1 total damage) [7 healing].
AARGH! My Eyes!'s sanctity area effect hits Vorann the shadowblade for (3 blocked), 0 light (0 total damage).
Vorann the shadowblade's darkness area effect hits AARGH! My Eyes! for 19 darkness damage.
Webs of Fate hits AARGH! My Eyes! for 0 mind, 0 mind (0 total damage).
Vorann the shadowblade hits AARGH! My Eyes! for 33 physical, 12 acid, 13 light, 16 darkness, 75 darkness, 84 physical, 16 acid, 17 light, 21 darkness, 96 darkness (383 total damage).
Isabeth the dremling's Soul Rot hits AARGH! My Eyes! for 120 blight damage.
AARGH! My Eyes! the level 21 higher anorithil was plagued to death by Isabeth the dremling on level 3 of The Maze.
A shield forms around AARGH! My Eyes!.










































































