











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Rogue |
Level / Exp | 29 / 28% |
Size | medium |
Lifes / Deaths | Killed by thought-forged bowman at level 11 on the 15th Haze 122nd year of Ascendancy at 17:53 -8 / 15Killed by Cultist at level 12 on the 48th Haze 122nd year of Ascendancy at 23:23 Killed by Shasshhiy'Kaish at level 13 on the 49th Haze 122nd year of Ascendancy at 13:23 Killed by Urkis, the High Tempest at level 25 on the 62nd Dusk 123rd year of Ascendancy at 18:05 Killed by Shasshhiy'Kaish at level 25 on the 69th Dusk 123rd year of Ascendancy at 12:34 Killed by The Master at level 28 on the 5th Haze 123rd year of Ascendancy at 06:04 Killed by elder vampire at level 28 on the 5th Haze 123rd year of Ascendancy at 06:04 Killed by The Master at level 28 on the 5th Haze 123rd year of Ascendancy at 19:24 Killed by The Master at level 28 on the 6th Haze 123rd year of Ascendancy at 15:25 Killed by Urkis, the High Tempest at level 28 on the 14th Haze 123rd year of Ascendancy at 13:40 Killed by skeleton warrior at level 28 on the 46th Haze 123rd year of Ascendancy at 06:17 Killed by The Master at level 29 on the 48th Haze 123rd year of Ascendancy at 19:35 Killed by armoured skeleton warrior at level 29 on the 48th Haze 123rd year of Ascendancy at 22:16 Killed by The Master at level 29 on the 48th Haze 123rd year of Ascendancy at 22:34 Killed by Arkham at level 29 on the 48th Haze 123rd year of Ascendancy at 22:39 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 66 (base 57) |
Constitution | 20 (base 10) |
Magic | 35 (base 10) |
Willpower | 24 (base 10) |
Cunning | 90 (base 60) |
Resources
Life | 465/465 |
Stamina | 219/219 |
Healing Factor | 1.6370588855782 |
Regeneration | 14.651677025924 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 8 |
See Invisible | 10 |
Offense: Mainhand
Damage | 75 |
Accuracy | 42 |
Crit Chance | 50% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 42 |
Crit Chance | 57% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Light | +16% |
Temporal | +8% |
Nature | +14% |
Physical | +8% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +10% |
Temporal | +10% |
Acid | +10% |
Fire | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 20 |
Mental Save | 35 |
Defense: Resistances
Acid | + 15%( 73%) |
Blight | + 42%( 73%) |
Physical | + 14%( 73%) |
Cold | + 42%( 73%) |
All | + 11%( 73%) |
Lightning | + 21%( 73%) |
Light | + 32%( 73%) |
Temporal | + 28%( 73%) |
Mind | + 16%( 73%) |
Darkness | + 27%( 73%) |
Fire | + 69%( 73%) |
Nature | + 51%( 73%) |
Defense: Immunities
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
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 320 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by black bear. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning 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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Damage when hit (Melee): 10 lightning Changes stats: +6 Dex Changes resistances: +6% lightning / +6% temporal / +6% darkness / +9% cold A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 49.5 - 69.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +17.0% Capacity: 18 On weapon hit: * 20% chance to slow global speed by 50% * 25% chance for lightning to strike from the target to a second target dealing 59 damage On weapon crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 fire / +16 nature / +4 mind Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +10 Cun Changes resistances penetration: +10% light Mental save: +17 (+7 eff.) Psi when hit: +0.08 Maximum hate: +6.00 Light radius: +4 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 lightning Changes resistances: +5% lightning / +5% temporal / +24% light / +5% fire / +3% nature / +5% acid / +5% blight / +4% cold / +4% darkness Changes damage: +13% light Knockback immunity: +10% Life regen: +5.70 Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 86.56 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +3 Cun / +1 Con Changes resistances: +9% nature / +12% cold Changes resistances cap: +3% all Changes resistances penetration: +10% acid Physical save: +7 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 19 Damage (Melee): +5 blight Damage (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+2 eff.) Changes resistances: +3% nature Changes resistances penetration: +10% darkness / +5% nature Changes damage: +6% nature Disarm immunity: +25% Sharp, short and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery 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. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +5 Mag / +4 Wil / +4 Con Changes resistances: +6% mind / +3% physical Changes damage: +3% light Stamina each turn: +1.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 265.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() gold ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% acid / +15% fire / +15% lightning / +12% cold Rings make your fingers look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
Achievements
By Arkham the Shalore Rogue level 16
40th Regrowth 123rd year of Ascendancy at 04:17 see stats
By Arkham the Shalore Rogue level 24
61st Dusk 123rd year of Ascendancy at 21:59 see stats
By Arkham the Shalore Rogue level 15
7th Allure 123rd year of Ascendancy at 23:57 see stats
By Arkham the Shalore Rogue level 10
55th Dusk 122nd year of Ascendancy at 05:04 see stats
By Arkham the Shalore Rogue level 20
12nd Pyre 123rd year of Ascendancy at 04:18 see stats
By Arkham the Shalore Rogue level 22
19th Dusk 123rd year of Ascendancy at 10:04 see stats
By Arkham the Shalore Rogue level 19
12nd Pyre 123rd year of Ascendancy at 00:32 see stats
By Arkham the Shalore Rogue level 11
15th Haze 122nd year of Ascendancy at 08:22 see stats
By Arkham the Shalore Rogue level 26
74th Dusk 123rd year of Ascendancy at 10:51 see stats
By Arkham the Shalore Rogue level 17
65th Regrowth 123rd year of Ascendancy at 06:44 see stats
By Arkham the Shalore Rogue level 29
48th Haze 123rd year of Ascendancy at 22:39 see stats
Log
Arkham's Fan of Knives hits The Master for 56 physical damage.
Arkham's Fan of Knives hits The Master for 95 physical damage.
Arkham's Fan of Knives hits The Master for 50 physical damage.
Arkham's Fan of Knives hits The Master for 123 physical damage.
Arkham's Fan of Knives hits The Master for 110 physical damage.
Ghoul misses Arkham.
Arkham is freed from the rigor mortis.
Talent Chant of Fortitude is ready to use.
Arkham reacts to damage from The Master, mitigating the blow!.
Arkham loses sight!
Arkham reacts to an attack from Something, mitigating the blow!.
Arkham is afflicted by a rotting disease!
The Master hits Arkham for (21 reacted , -5 stam), 44 darkness (44 total damage).
Spikes of Decrepitude hits Arkham for 10 cold, 11 darkness (22 total damage).
Something receives 20 healing from Arkham.
Something hits Arkham for (21 parried), (24 reacted , -5 stam), 49 blight (49 total damage).
Arkham reacts to damage from Something, mitigating the blow!.
Something hits Arkham for (78 reacted , -5 stam), 161 cold (161 total damage).
Arkham the level 29 shalore rogue was iced to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
You end your Shadow Dance.
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.
Something killed Arkham!
Saving game...
Talent Virulent Disease is ready to use.
Talent Grace of the Eternals is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!