









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harbinger 1.5.6 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Semi-Roguelike (mild) |
| Sex | Female |
| Race | Cornac |
| Class | Radiant |
| Level / Exp | 9 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 9 on the 3rd Dusk 122nd year of Ascendancy at 16:17 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 31 (base 21) |
| Magic | 41 (base 33) |
| Willpower | 15 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Life | -133/317 |
| Positive | 44/74 |
| Vim | 124/154 |
| Healing Factor | 1.2758714593978 |
| Regeneration | 1.3396650323677 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 17 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Nature | +3% |
| Lightning | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| All | 0% |
| Fire | +5% |
| Cold | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 9 (60%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 1 |
| Physical Save | 15 |
| Spell Save | 19 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Mind | + 10%( 70%) |
| Blight | + 11%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 10% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Sunlight | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sickly Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Volatility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Blight | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunbeams | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Radiance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Sickness | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is filled with flaring power, granting them 9% spell crit. 3 Solar Flares |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Constitution 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
Equipment
| On hands | [vs. Gunagrim (0 def, 1 armour) (On hands)]Gunagrim (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+8 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Dex / +1(-) Wil / +1(-) Con Changes resistances: +6%(-) lightning Disarm immunity: +10% (-) Mindpower: +15 (+8 eff.) (-) When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 (-) Armour Penetration: +1 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. rough leather cap 'Tarribar' (0 def, 1 armour) (On head)]rough leather cap 'Tarribar' (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Wil / +3(-) Cun / +1(-) Con Changes resistances: +6%(-) cold Teleport immunity: +20% (-) Maximum stamina: +10.00 (-) Mindpower: +3 (+2 eff.) (-) A cap made of leather. |
| Tool | [vs. Frozenwarden [power 17] (20 cooldown) (Tool)]Frozenwarden [power 17] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3%(-) mind / +3%(-) cold Changes resistances penetration: +15%(-) mind / +15%(-) cold Changes damage: +3%(-) acid It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | [vs. Raintrial the rough leather belt (Around waist)]Raintrial the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage (Melee): 0(-20) item nature slow Changes resistances penetration: +5%(-) nature Changes damage: +3%(-) nature Mental save: +6 (+5 eff.) (-) Life regen: +0.80 (-) Healing mod.: +11% (-) A belt that goes around your waist. |
| Main armor | [vs. Robes of Deflection (0 def, 7 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +30% (-) Changes stats: +3(-) Con / +3(-) Mag Changes resistances: +7%(-) all Spellpower: +5 (+2 eff.) (-) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| In main hand | [vs. Emelotta (100% power, 2 apr, light element) (In main hand)]Emelotta (100% power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +6%(-) darkness Changes damage: +10%(-) light Talents granted: +1.00(-) Command Staff Reduces incoming crit damage: 10.00% (-) Cut immunity: +10% (-) Mana each turn: +0.10 (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Maximum mana: +30.00 (-) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) 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. |
| Cloak | [vs. Hettefang the Abyssripper (1 def, 0 armour) (Cloak)]Hettefang the Abyssripper (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes stats: +2(-) Wil Changes resistances penetration: +5%(-) fire Changes damage: +6%(-) fire Mental save: +6 (+5 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet 'Strikegrinder' (Around neck)]copper amulet 'Strikegrinder' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) mind Changes stats: +3(-) Str Changes resistances: +6%(-) lightning / +12%(-) cold Changes damage: +3%(-) lightning Amulets make your neck look great! |
Inventory
[vs. Emelotta (100% power, 2 apr, light element) (In main hand)]enhanced iron mace (103% power, 2 apr) =stats= Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 104% (+4%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +0%(-6%) darkness Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-10.00%) Cut immunity: +0% (-10%) Mana each turn: +0.00 (-0.10) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-30.00) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Blunt and deadly. |
[vs. Emelotta (100% power, 2 apr, light element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron waraxe (105% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 106% (+6%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-6%) darkness Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-10.00%) Cut immunity: +0% (-10%) Mana each turn: +0.00 (-0.10) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-30.00) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-5) Armour Hardiness: +0% (-30%) Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +0%(-7%) all Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) A suit of armour made of leather. |
[vs. Raintrial the rough leather belt (Around waist)]This item will automatically be transmogrified when you leave the level. insulating rough leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes resistances: +5% fire / +6% cold Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-3%) nature Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Life regen: +0.00 (-0.80) Maximum life: +31.00 Healing mod.: +0% (-11%) A belt that goes around your waist. |
[vs. Gunagrim (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-8 eff.)) Armour: +2 (+1) Changes stats: +0(-3) Dex / +3(+2) Wil / +2 Cun / +0(-1) Con Changes resistances: +0%(-6%) lightning / +10% fire Changes damage: +5% fire Disarm immunity: +0% (-10%) Mindpower: +2 (+1 eff.) (-13 (-7 eff.)) When used to modify unarmed attacks: Power: 89% (-5%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +1 (-5) Armour Penetration: +7 (+6) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.70 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. rough leather cap 'Tarribar' (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Wil / +0(-3) Cun / +0(-1) Con Changes resistances: +0%(-6%) cold Teleport immunity: +0% (-20%) Maximum stamina: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) A cap made of leather. |
[vs. rough leather cap 'Tarribar' (0 def, 1 armour) (On head)]rough leather cap of dexterity (+3) (0 def, 1 armour) =dex= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3 Dex / +0(-2) Wil / +0(-3) Cun / +0(-1) Con Changes resistances: +0%(-6%) cold Teleport immunity: +0% (-20%) Maximum stamina: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Frozenwarden [power 17] (20 cooldown) (Tool)]Tarrahor the Dazzlespire (dig speed 39 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Str Changes resistances: +0%(-3%) cold / +11% nature / +3%(-) mind Changes resistances penetration: +0%(-15%) mind / +0%(-15%) cold Changes damage: +0%(-3%) acid / +5% nature / +6% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Frozenwarden [power 17] (20 cooldown) (Tool)]supercharged iron torque of gale force [power 130] (19 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +0%(-3%) mind / +0%(-3%) cold Changes resistances penetration: +0%(-15%) mind / +0%(-15%) cold Changes damage: +0%(-3%) acid It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 130 physical damage Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Frozenwarden [power 17] (20 cooldown) (Tool)]overpowered elm totem of healing [power 176] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +0%(-3%) mind / +0%(-3%) cold Changes resistances penetration: +0%(-15%) mind / +0%(-15%) cold Changes damage: +0%(-3%) acid It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Alacor the Cornac Radiant level 4
5th Flare 122nd year of Ascendancy at 20:27 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Alacor the Cornac Radiant level 9
3rd Dusk 122nd year of Ascendancy at 16:07 see stats
Log
A shield forms around Eilinodaretta the alchemist golem.
Eilinodaretta the alchemist golem uses Set Up.
Eilinodaretta the alchemist golem is moving defensively!
The rod emits a strange noise, glows briefly and returns to normal.
Minotaur uses Infusion: Healing.
Minotaur receives 135 healing from Infusion: Healing.
Eilinodaretta the alchemist golem uses Knockback.
Melee retaliation hits Eilinodaretta the alchemist golem for (14 flat reduction), 0 light, (2 flat reduction), 0 mind (0 total damage).
Eilinodaretta the alchemist golem hits Alacor for 161 physical, 11 mind, 18 darkness (190 total damage).
Minotaur is no longer out of phase.
Minotaur uses Warshout.
Eilinodaretta the alchemist golem wanders around!
Alacor wanders around!
Eilinodaretta the alchemist golem casts Eye Beam.
Eilinodaretta the alchemist golem hits Alacor for 137 fire damage.
Alacor is confused and fails to use Bathe in Light.
Eilinodaretta the alchemist golem casts Rune: Shatter Afflictions.
Eilinodaretta the alchemist golem seems more focused.
Eilinodaretta the alchemist golem activates his drakeskin leather gloves!
Minotaur has been weakened.
Eilinodaretta the alchemist golem has been weakened.
Alacor has been weakened.
Minotaur performs a melee critical strike against Alacor!
Minotaur hits Alacor for 139 physical damage.
Melee retaliation hits Minotaur for 8 light, 1 mind (10 total damage).
Alacor the level 9 cornac radiant was sliced to death by a minotaur on level 1 of Illusory Castle.



















































