










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 16 / 48% |
Size | big |
Lifes / Deaths | Killed by saw horror at level 16 on the 17th Dusk 122nd year of Ascendancy at 13:54 / 1 |
Primary Stats
Strength | 48 (base 43) |
Dexterity | 49 (base 43) |
Constitution | 43 (base 43) |
Magic | 43 (base 43) |
Willpower | 55 (base 43) |
Cunning | 46 (base 43) |
Resources
Life | -17/540 |
Insanity | 51/100 |
Healing Factor | 0.43239436619718 |
Regeneration | 5.3833098591549 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +55.539171999964% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 10 |
See Stealth | 73.953961142067 |
See Invisible | 73.953961142067 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 80 |
Accuracy | 64 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Blight | +17% |
Darkness | +17% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 36.50863224038 (92%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 26 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 38 |
Defense: Resistances
Blight | + 31%( 70%) |
Darkness | + 24%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 54% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Demented / Friend of the worm | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Controlled horrors | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Path of horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Slow death | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Disfigured face | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Chaos Orbs |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | 1 pustules increasing resistance by 3%. Putrescent Pustule |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, doing 37.80 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
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 repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
Light source | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +5 See invisible: +5 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. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 3.0 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Spell save: +6 (+3 eff.) Equilibrium when hit: +0.08 Mindpower: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Changes stats: +3 Cun / +1 Wil Physical save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Maximum hate: +2.00 Maximum psi: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +21% blight / +13% darkness Light radius: +1 A suit of armour made of metal plates. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 50/50) : Effective talent level: 2.0 Power cost: 26 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 21 power out of 40/40) : Effective talent level: 2.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() regeneration infusion of the wizard (heal 357 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious dwarven-steel dagger of massacre (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +24 insidious poison Sharp, short and deadly. |
![]() balanced dwarven-steel longsword of the mystic (24-33.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +3 Wil / +3 Mag Disarm immunity: +22% Spellpower: +8 (+3 eff.) Sharp, long, and deadly. |
![]() hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 fire When wielded/worn: Changes damage: +13% fire Slings are used to hurl stones or metal shots at your foes. |
![]() dwarven-steel waraxe of erosion (18-25.2 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +5 nature / +7 temporal One-handed war axes. |
![]() Cyrinn the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Changes resistances: +7% cold Changes damage: +5% cold Mental save: +30 (+10 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +30 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 4 acid / 4 fire / 3 lightning / 4 cold Changes stats: +3 Str / +3 Mag / +3 Wil Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cleansing dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +10% blight / +21% fire / +12% nature A suit of armour made of mail. |
![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 11 power out of 30/30) : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 49.79 physical damage, inflicting bleeding for another 24.90 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 104 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
Achievements
By Nnnie the Cornac Writhing One level 12
6th Flare 122nd year of Ascendancy at 20:34 see stats
By Nnnie the Cornac Writhing One level 1
74th Pyre 122nd year of Ascendancy at 11:32 see stats
By Nnnie the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 07:19 see stats
By Nnnie the Cornac Writhing One level 12
7th Dusk 122nd year of Ascendancy at 19:18 see stats
By Nnnie the Cornac Writhing One level 1
74th Pyre 122nd year of Ascendancy at 11:32 see stats
By Nnnie the Cornac Writhing One level 1
74th Pyre 122nd year of Ascendancy at 11:32 see stats
Log
Worm that walks (servant of Nnnie) starts to bleed.
Saw horror uses Implode.
Worm that walks (servant of Nnnie) is being crushed.
Worm that walks (servant of Nnnie) is bound by telekinetic forces!
worm that walks (servant of Nnnie) hits Saw horror for (8 to psi shield), 8 physical, 2 blight, 8 blight, (7 to psi shield), 7 physical, 8 blight (34 total damage).
Saw horror hits worm that walks (servant of Nnnie) for 4 healing, 9 physical, 4 healing, 9 physical, 56 physical (74 total damage) [8 healing].
Bleeding from Saw horror hits worm that walks (servant of Nnnie) for 2 physical damage.
Imploding (slow) from Saw horror hits worm that walks (servant of Nnnie) for 56 physical damage.
Kinetic Aura hits worm that walks (servant of Nnnie) for 16 physical damage.
Saw horror uses Saw Storm.
Saw horror's physical bleed area effect hits worm that walks (servant of Nnnie) for 63 physical damage.
Bleeding from Saw horror hits worm that walks (servant of Nnnie) for 8 physical damage.
Imploding (slow) from Saw horror hits worm that walks (servant of Nnnie) for 56 physical damage.
Worm that walks (servant of Nnnie) casts Acid Strike.
worm that walks (servant of Nnnie) performs a melee critical strike against Saw horror!
The diseases of worm that walks (servant of Nnnie) spread!
worm that walks (servant of Nnnie) hits Saw horror for (20 to psi shield), 20 acid, 2 blight, 10 blight, (25 to psi shield), 25 acid, 10 blight, (17 to psi shield), 17 acid, 31 blight, 2 blight, 10 blight, 23 blight, 10 blight (162 total damage).
Saw horror hits worm that walks (servant of Nnnie) for 5 healing, 9 physical, 5 healing, 9 physical, 5 healing, 9 physical, 5 healing, 9 physical (37 total damage) [19 healing].
Kinetic Aura hits worm that walks (servant of Nnnie) for 16 physical damage.
Saw horror uses Psionic Pull.
Your hatred grows even as your life fades! (+4 hate)
Saw horror hits worm that walks (servant of Nnnie) for 55 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Saw horror's physical bleed area effect hits worm that walks (servant of Nnnie) for 63 physical damage.
Worm that walks (servant of Nnnie) shakes free of the telekinetic binding
Worm that walks (servant of Nnnie) shakes off the crushing forces.
Bleeding from Saw horror hits worm that walks (servant of Nnnie) for 16 physical damage.
Character control switched to Nnnie.
Saving game...