Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 30 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 14 on the 43rd Haze 122nd year of Ascendancy at 04:57 4 / 2Killed by Archie Skelton at level 22 on the 18th Regrowth 123rd year of Ascendancy at 02:45 |
Primary Stats
| Strength | 72 (base 40) |
| Dexterity | 111 (base 60) |
| Constitution | 27 (base 24) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 37 (base 22) |
Resources
| Life | 787/787 |
| Stamina | 149/149 |
| Healing Factor | 1.15 |
| Regeneration | 5.1797350890967 |
Speed
| Mental | -30.434782608696% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 80 |
| Crit Chance | 95% |
| APR | 87 |
| Speed | 1.15 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.95 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.08 (78.924731182796%) |
| Defense | 37.675 |
| Ranged Defense | 37.675 |
| Fatigue | 27 |
| Physical Save | 38.2625 |
| Spell Save | 40.375 |
| Mental Save | 43.458333333333 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Bleed Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 373 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 383 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by emperor wight. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
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 Strength by +2. | 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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 100. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | insidious quiver of elven-wood arrows of torment (23/23, 46.5-65.1 power, 14 apr) insidious quiver of elven-wood arrows of torment (23/23, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 23 On weapon hit: * 20% chance to torment the target Damage (Ranged): +24 insidious poison / +11 mind / +10 darkness Arrows are used with bows to pierce your foes to death. |
| 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 (56 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Morin the dwarven-steel helm (0 def, 4 armour) Morin the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun Physical save: +3 (+1 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +20.00 Light radius: +1 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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. |
| On fingers | marksman's copper ring of light (+22%) marksman's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
| On fingers | marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +23% Life regen: +1.40 Rings can have magical properties. |
| Around waist | balancing hardened leather belt of dampening balancing hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Cun / +5 Dex Changes resistances: +7% acid / +7% fire / +8% lightning / +7% cold Mental crit. chance: +5% A belt that goes around your waist. |
| In main hand | Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
| On hands | hardened leather gloves 'Abysswinnow' (0 def, 2 armour) hardened leather gloves 'Abysswinnow' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Damage when hit (Melee): 8 fire Changes stats: +4 Dex Cut immunity: +20% Confusion immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Radhodragen the Kilnknave (10 def, 11 armour) Radhodragen the Kilnknave (10 def, 11 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +1 Cun Changes resistances: +8% physical Changes damage: +6% fire Physical save: +14 (+5 eff.) Mental save: +17 (+5 eff.) Maximum life: +67.00 Maximum stamina: +5.00 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Dagadebers' (2 def, 0 armour) cashmere cloak 'Dagadebers' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +3% acid / +6% fire Talent mastery: +0.30 Technique / Combat training Spell save: +7 (+2 eff.) Mental save: +20 (+6 eff.) Stamina each turn: +0.90 Mana each turn: -0.05 Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of dexterity (+3) starlit steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Rod of Recall (1/2) Rod of Recall (1/2)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 180 power out of 314/400. 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Archie Skelton the Skeleton Archer level 30
51st Pyre 123rd year of Ascendancy at 18:20 see stats
Bringer of Doom
Killed a Bringer of Doom.By Archie Skelton the Skeleton Archer level 21
9th Regrowth 123rd year of Ascendancy at 05:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Archie Skelton the Skeleton Archer level 13
78th Dusk 122nd year of Ascendancy at 12:54 see stats
Exterminator
Killed 1000 creatures.By Archie Skelton the Skeleton Archer level 18
4th Decay 122nd year of Ascendancy at 06:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Archie Skelton the Skeleton Archer level 21
10th Regrowth 123rd year of Ascendancy at 07:20 see stats
Fear me not!
Survived the Fearscape!By Archie Skelton the Skeleton Archer level 11
20th Dusk 122nd year of Ascendancy at 02:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Archie Skelton the Skeleton Archer level 16
74th Haze 122nd year of Ascendancy at 14:30 see stats
Level 10
Got a character to level 10.By Archie Skelton the Skeleton Archer level 10
10th Flare 122nd year of Ascendancy at 00:30 see stats
Level 20
Got a character to level 20.By Archie Skelton the Skeleton Archer level 20
9th Allure 123rd year of Ascendancy at 20:17 see stats
Level 30
Got a character to level 30.By Archie Skelton the Skeleton Archer level 30
47th Pyre 123rd year of Ascendancy at 14:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Archie Skelton the Skeleton Archer level 13
71st Dusk 122nd year of Ascendancy at 15:04 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Archie Skelton the Skeleton Archer level 26
62nd Regrowth 123rd year of Ascendancy at 06:04 see stats
Size is everything
Did over 1500 damage in one attack.By Archie Skelton the Skeleton Archer level 30
47th Pyre 123rd year of Ascendancy at 21:26 see stats
Size matters
Did over 600 damage in one attack.By Archie Skelton the Skeleton Archer level 14
69th Haze 122nd year of Ascendancy at 20:02 see stats
The Arena
Unlocked Arena mode.By Archie Skelton the Skeleton Archer level 9
5th Flare 122nd year of Ascendancy at 11:49 see stats
The Rat Lich
Killed the terrible Rat Lich.By Archie Skelton the Skeleton Archer level 18
4th Allure 123rd year of Ascendancy at 03:46 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Archie Skelton the Skeleton Archer level 23
27th Regrowth 123rd year of Ascendancy at 21:32 see stats
The secret city
Discovered the truth about mages.By Archie Skelton the Skeleton Archer level 14
68th Haze 122nd year of Ascendancy at 09:11 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Archie Skelton the Skeleton Archer level 23
27th Regrowth 123rd year of Ascendancy at 08:07 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Archie Skelton the Skeleton Archer level 25
39th Regrowth 123rd year of Ascendancy at 01:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Archie Skelton the Skeleton Archer level 16
79th Haze 122nd year of Ascendancy at 22:27 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Archie Skelton the Skeleton Archer level 30
49th Pyre 123rd year of Ascendancy at 10:45 see stats
Log
Archie Skelton drops on the floor: Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element).
Your Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) is magically sorted by the storage room and put in a pile with the others items of the same type.
Archie Skelton drops on the floor: Aetherwalk (6 def, 0 armour).
Your Aetherwalk (6 def, 0 armour) is magically sorted by the storage room.
Archie Skelton drops on the floor: Aletta's Diadem (0 def, 0 armour).
Your Aletta's Diadem (0 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Archie Skelton drops on the floor: Crown of Command (3 def, 6 armour).
Your Crown of Command (3 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Archie Skelton drops on the floor: Tree of Life.
Your Tree of Life is magically sorted by the storage room.
You gain 16.00 gold from the transmogrification of amber.
You gain 12.00 gold from the transmogrification of quartz.
You gain 16.00 gold from the transmogrification of ruby.
You gain 64.00 gold from the transmogrification of 4 turquoise.
You gain 32.00 gold from the transmogrification of 2 sapphire.
You gain 0.02 gold from the transmogrification of 48 alchemist agate.
You gain 12.00 gold from the transmogrification of onyx.
You gain 12.00 gold from the transmogrification of lapis lazuli.
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...
Saving game...
Saving done.
Archie Skelton deactivates Intuitive Shots.
Archie Skelton deactivates Aim.
