












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Auto Talent Assistant 1.7.4Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High 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!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:
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 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.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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. 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 20 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by large brown snake at level 3 on the 77th Pyre 122nd year of Ascendancy at 20:48 0 / 6Killed by shadow at level 12 on the 16th Dusk 122nd year of Ascendancy at 02:14 Killed by Ardocihro the shalore at level 13 on the 20th Haze 122nd year of Ascendancy at 21:24 Killed by Islamira the slaver at level 18 on the 57th Haze 122nd year of Ascendancy at 06:11 Killed by luminous horror at level 19 on the 75th Haze 122nd year of Ascendancy at 01:40 Killed by Aralema the skeleton warrior at level 20 on the 1st Wintertide 123rd year of Ascendancy at 18:42 |
Primary Stats
| Strength | 56 (base 48) |
| Dexterity | 43 (base 39) |
| Constitution | 29 (base 12) |
| Magic | 13 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -69/694 |
| Stamina | 15/174 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 8.8366081902049 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 72.390773745007 |
| See Invisible | 72.390773745007 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 31 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Cold | +3% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +25% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 60.723073231957 (96.438666929426%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 25 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Stun Resistance | 0% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 72% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 575% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 157.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
| 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 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 102 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. Its effects scale with your Strength stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Shardskin. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed green worm. | 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 within6 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Nerota the Tempesttrail (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% blight Res.pen +10% blight +25% lightning On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Fatigue +3% Resists +9% blight Phys.save +9 (+5 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of steel shots of accuracy (17/17, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +10.5% Capacity 17 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | dwarven-steel helm 'Ashripper' (0 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Res.pen +10% physical Melee Ret 6 fire ----- def ----- Armour +14 Fatigue +4% Resists +5% blight Mind.save +8 (+4 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Porolemira' (20 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Defense +20 (+7 eff.) Fatigue +3% Resists +6% blight +6% cold Phys.save +7 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +5 (+2 eff.) HP.reg +4.00 Disarm- +28% 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. |
| Tool | elm totem of summon tentacle 'Dawnwrest' [power 100] (10/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Wil +2 Cun +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +10 (+3 eff.) ----- def ----- Resists +3% light Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 280 Base Damage: 108 Armor: 4 All Resist: 4 Puts all charms on 25 cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Mag +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 13 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 36.10 You won the Ring of Blood trial, and this is your reward. |
| Around neck | stabilizing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
| In main hand | Deliruikan the steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 blight On Hit.r1 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Melee Ret 4 arcane ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 off hand | flaming stralite shield of arcane resistance (+14%) (0 def, 8 armour, 50-60 power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 9 fire Melee Ret 3 fire ----- def ----- Armour +8 Fatigue +8% Resists +14% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Mayilaith (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% light Max.HP +40.00 Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Snowpyre the steel plate armour (15 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% cold ----- def ----- Armour +11 Defense +15 (+5 eff.) Fatigue +22% Resists +3% acid +1% physical +6% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Inventory
blink rune (range 4; phase 13; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Darkclamor the steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% darkness +6% physical Res.pen +25% acid ----- def ----- Defense +15 (+5 eff.) Blunt and deadly. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By sigma heh god the Cornac Bulwark level 14
38th Haze 122nd year of Ascendancy at 22:53 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By sigma heh god the Cornac Bulwark level 13
24th Dusk 122nd year of Ascendancy at 18:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By sigma heh god the Cornac Bulwark level 19
75th Haze 122nd year of Ascendancy at 15:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By sigma heh god the Cornac Bulwark level 10
11st Dusk 122nd year of Ascendancy at 02:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By sigma heh god the Cornac Bulwark level 20
4th Decay 122nd year of Ascendancy at 01:09 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By sigma heh god the Cornac Bulwark level 20
4th Decay 122nd year of Ascendancy at 19:48 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By sigma heh god the Cornac Bulwark level 9
4th Dusk 122nd year of Ascendancy at 04:41 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By sigma heh god the Cornac Bulwark level 13
34th Haze 122nd year of Ascendancy at 21:46 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By sigma heh god the Cornac Bulwark level 18
57th Haze 122nd year of Ascendancy at 16:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By sigma heh god the Cornac Bulwark level 17
49th Haze 122nd year of Ascendancy at 08:47 see stats
Log
Talent Shield Slam is ready to use.
Impending Doom from Aralema the skeleton warrior hits sigma heh god for 16 cold, 16 cold (32 total damage).
Aralema the skeleton warrior's morale has been lowered.
Ghoul's morale has been lowered.
Sigma heh god casts Rune: Shatter Afflictions.
A shield forms around sigma heh god.
Sigma heh god uses Greater Weapon Focus.
You collect a new ingredient: chunk of ghoul flesh (1).
sigma heh god hits Islyta the ghoulking for 88 physical damage.
sigma heh god killed Islyta the ghoulking!
Aralema the skeleton warrior casts Invoke Darkness.
Your shield crumbles under the damage!
The shield around sigma heh god crumbles.
Rime Wraith from Aralema the skeleton warrior hits sigma heh god for (0 absorbed), 42 cold (42 total damage).
Aralema the skeleton warrior receives 12 healing from Rime Wraith from Aralema the skeleton warrior.
Spikes of Decrepitude hits sigma heh god for (16 absorbed), 0 cold, (22 absorbed), 0 darkness (0 total damage).
Aralema the skeleton warrior hits sigma heh god for (64 absorbed), 57 darkness (57 total damage).
A piece of the soul of sigma heh god is torn apart by Impending Doom!
Aralema the skeleton warrior receives 12 healing from Rime Wraith from Aralema the skeleton warrior.
Impending Doom from Aralema the skeleton warrior hits sigma heh god for 10 cold, 13 darkness (23 total damage).
Sigma heh god picks up (b.): Darkclamor the steel mace (14-20 power, 3 apr).
Sigma heh god picks up (c.): ash magestaff (15-18 power, 3 apr, arcane element).
Ghoul receives 22 healing from Rime Wraith from Aralema the skeleton warrior.
Spikes of Decrepitude hits sigma heh god for 22 cold, 22 cold (43 total damage).
Talent Block is ready to use.
Talent Vitality is ready to use.
Impending Doom from Aralema the skeleton warrior hits sigma heh god for 13 cold damage.
sigma heh god the level 20 cornac bulwark was frozen to death by Aralema the skeleton warrior on level 1 of Ruined halfling complex.



























































