Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 19 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Layylle the skeleton warrior at level 7 on the 2nd Mirth 122nd year of Ascendancy at 02:14 0 / 6Killed by Savefi the human at level 11 on the 5th Dusk 122nd year of Ascendancy at 14:41 Killed by Urkis, the High Tempest at level 17 on the 77th Dusk 122nd year of Ascendancy at 10:40 Killed by snow giant chieftain at level 18 on the 77th Dusk 122nd year of Ascendancy at 21:30 Killed by Emerda the thalore at level 19 on the 74th Haze 122nd year of Ascendancy at 02:10 Killed by degenerated skeleton warrior at level 19 on the 75th Haze 122nd year of Ascendancy at 17:14 |
Primary Stats
| Strength | 31 (base 12) |
| Dexterity | 35 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 62 (base 47) |
| Cunning | 68 (base 40) |
Resources
| Life | -20/373 |
| Mana | 468/468 |
| Psi | 76/76 |
| Healing Factor | 1.4 |
| Regeneration | 0.77 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +61.277692556636% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 45 |
| Crit Chance | 21% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47.866666666667 |
| Crit Chance | 20% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 24.375 |
| Ranged Defense | 24.375 |
| Fatigue | 0 |
| Physical Save | 32.371900630851 |
| Spell Save | 31.421900630851 |
| Mental Save | 35.25 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 13% |
| Poison Resistance | 80% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 186 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 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 128.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 54. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thermal Aura |
| talent | Deflect Projectiles |
| talent | Charged Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| talent | Chant of Fortitude |
| talent | Kinetic Aura |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+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. 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 32. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of serendipity. 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | thunderous iron battleaxe of erosion (122% power, 1 apr) thunderous iron battleaxe of erosion (122% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 Power: 122% Range: 1.5x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to daze Damage (Melee): +7 nature / +9 temporal When wielded/worn: Changes stats: +3 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +9% lightning Massive two-handed battleaxes. |
| On hands | psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Damage (Melee): 7 mind Changes stats: +3 Dex Changes resistances: +6% mind Changes damage: +4% mind Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (119 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Obsidiandare (0 def, 3 armour) Obsidiandare (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +4 Wil / +3 Cun Changes resistances: +10% blight / +3% lightning Changes resistances penetration: +10% darkness Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) A cap made of leather. |
| On feet | Belyretira the pair of iron boots (0 def, 3 armour) Belyretira the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Fatigue: -3% Changes stats: +1 Dex Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Disease immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 67 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +4 Str / +5 Con Rings can have magical properties. |
| On fingers | pixie's gold ring of misery pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +8 Cun / +4 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Spellpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| Around neck | wanderer's gold amulet of the eclipse wanderer's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 7 light / 5 darkness Effects when hit in melee: * 6% chance to blind * 8% chance to inflict damage reduction Changes stats: +5 Dex / +4 Cun / +5 Con Changes damage: +7% light / +6% darkness Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | thunderous steel waraxe of massacre (132% power, 3 apr) thunderous steel waraxe of massacre (132% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 132% Range: 1.4x Uses stat: 73% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to daze When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag / +1 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% lightning One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 169.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 53.70 to 161.11 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
thick linen cloak of implacability (1 def, 5 armour) thick linen cloak of implacability (1 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +11% cold Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Olildir (dig speed 23 turns) Olildir (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +6% cold Changes damage: +9% mind Only die when reaching: -20.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +6% mind Light radius: +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Scrying Orb 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) 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, costing 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 Chest 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), costing 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
Killed a Bringer of Doom.By Ariandyl the Cornac Mindslayer level 17
77th Dusk 122nd year of Ascendancy at 06:04 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ariandyl the Cornac Mindslayer level 17
77th Dusk 122nd year of Ascendancy at 11:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ariandyl the Cornac Mindslayer level 17
60th Dusk 122nd year of Ascendancy at 08:25 see stats
Level 10
Got a character to level 10.By Ariandyl the Cornac Mindslayer level 10
3rd Summertide 122nd year of Ascendancy at 00:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ariandyl the Cornac Mindslayer level 19
9th Haze 122nd year of Ascendancy at 17:42 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Ariandyl the Cornac Mindslayer level 17
60th Dusk 122nd year of Ascendancy at 06:46 see stats
The Arena
Unlocked Arena mode.By Ariandyl the Cornac Mindslayer level 7
78th Pyre 122nd year of Ascendancy at 15:25 see stats
The secret city
Discovered the truth about mages.By Ariandyl the Cornac Mindslayer level 10
3rd Summertide 122nd year of Ascendancy at 11:43 see stats
Log
Ariandyl performs a melee critical strike against Armoured skeleton warrior!
Ariandyl hits Armoured skeleton warrior for 12 physical, , 3 light, , 0 physical, 2 mind, 2 darkness, 5 physical, 4 fire, 0 nature, 7 nature, 3 light, , 0 physical, 2 mind, 2 darkness, 5 physical, 4 fire (52 total damage).
Beyond the Flesh hits Armoured skeleton warrior for 8 physical, , 3 nature, 3 temporal, 3 light, , 0 physical, 2 mind, 2 darkness, 5 physical, 4 fire (30 total damage).
Armoured skeleton warrior uses Disarm.
Ariandyl is disarmed!
Ariandyl hits Armoured skeleton warrior for 1 light, , (1 total damage).
Armoured skeleton warrior hits Ariandyl for (14 to psi shield), 45 physical, (2 to psi shield), 7 lightning (51 total damage).
Ariandyl hits Armoured skeleton warrior for 18 physical, 3 light, , 0 physical, 2 mind, 2 darkness, 5 physical, 4 fire (34 total damage).
Beyond the Flesh hits Armoured skeleton warrior for 12 physical, , 3 nature, 3 temporal, 3 light, , 0 physical, 2 mind, 2 darkness, 5 physical, 4 fire (34 total damage).
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Ariandyl.
Ariandyl hits Armoured skeleton warrior for 1 light, , , 1 light, , (2 total damage).
Armoured skeleton warrior hits Ariandyl for (15 to psi shield), 47 physical, (2 to psi shield), 7 lightning, (8 to psi shield), 24 physical (78 total damage).
Beyond the Flesh hits Armoured skeleton warrior for 14 physical, , 3 nature, 4 temporal, 3 light, , 1 physical, 3 mind, 2 darkness, 6 physical, 5 fire (40 total damage).
Ariandyl hits Armoured skeleton warrior for 20 physical, 3 light, , 1 physical, 3 mind, 2 darkness, 6 physical, 5 fire (40 total damage).
Armoured skeleton warrior uses Block.
Ariandyl is not stunned anymore.
Ariandyl performs a melee critical strike against Degenerated skeleton warrior!
Talent Matter is Energy is ready to use.
Talent Telekinetic Smash is ready to use.
Talent Thought Sense is ready to use.
Beyond the Flesh hits Degenerated skeleton warrior for 70 physical, , 8 nature, 9 temporal, 8 light, , 1 physical, 7 mind, 5 darkness, 14 physical, 13 fire (135 total damage).
Ariandyl hits Armoured skeleton warrior for (37 blocked), 1 physical, 8 light, , (1 blocked), 0 physical, 7 mind, 5 darkness, (13 blocked), 0 physical, 13 fire (34 total damage).
Armoured skeleton warrior casts Rune: Shielding.
A shield forms around armoured skeleton warrior.
Degenerated skeleton warrior performs a melee critical strike against Ariandyl!
Saving game...
