











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 12 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Zuboda the rogue at level 12 on the 7th Mirth 122nd year of Ascendancy at 19:07 / 1 |
Primary Stats
| Strength | 16 (base 14) |
| Dexterity | 10 (base 10) |
| Constitution | 25 (base 13) |
| Magic | 41 (base 37) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 21) |
Resources
| Life | -177/302 |
| Positive | 63/83 |
| Insanity | 14/100 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 2.530165104758 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 27.507429148833 |
| See Invisible | 27.507429148833 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 35 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Temporal | +12% |
| Mind | +3% |
| Arcane | +15% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 21 |
| Mental Save | 18 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Nature | + 21%( 70%) |
| Temporal | + 23%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 34%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 52% |
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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 25 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | 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 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 |
Equipment
| On feet | Brodylar the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Apr +3 ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Vorywen2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Defense +20 (+10 eff.) Resists +1% physical Stun/Frz- +10% ---------- misc Light +6 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 | spellwoven linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% blight ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... It was hardened by the digestive sack. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) 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 | titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.28 cold and 10.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 0/60 This azure ring seems to be always moist to the touch. |
| Around waist | Galegore1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +1 Con dps ---------- Res.pen +20% lightning Against +15% Summoned Acc +15 (+6 eff.) ----- def ----- D.Red.from +16% Summoned Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | magewarrior's short elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego+] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +3% Phys.pwr +6 (+3 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +10% darkness Acc +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Poruldavea the woollen robe (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +15% arcane +12% temporal ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +12% temporal +9% all Phys.save +15 (+6 eff.) ---------- misc Max.mana +10.00 Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 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 | grounding steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
Grinerodor the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +5.00% Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 10% chance to reduce all saves and defense by 16 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Light +3 Infravis +2 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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 56%. Rings make your fingers look great! |
savior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+4 eff.) Rings make your fingers look great! |
savior's steel ring of aether (+12%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +9 (+5 eff.) Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Confus- +24% Rings make your fingers look great! |
balanced voratun dagger of massacre (43-56 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Master Power 43.0 - 55.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
Barogorn the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Mind.pwr +8 (+4 eff.) Res.pen +6% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness +9% nature ---------- misc Equi/ret +0.04 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Frostpanic' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +5 Cun +3 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% cold Phys.save +5 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+4 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's rough leather gloves of archery (0 def, 1 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Wil +3 Cun dps ---------- Melee+ 4 acid 4 fire 3 cold 4 lightning Acc +6 (+3 eff.) Apr +6 ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Phys.save +5 (+3 eff.) Mind.save +6 (+4 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demonkill (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness ---------- misc Hate/m.crit +2.00 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Manugorn (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Mag +2 Cun +3 Con dps ---------- Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue +5% Mind.save +3 (+2 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
Scaldbright (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +9% fire Res.pen +10% lightning Melee Ret 2 darkness ----- def ----- Resists +11% nature +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Curly the Cornac Writhing One level 10
1st Mirth 122nd year of Ascendancy at 19:10 see stats
Take you with me (Insane (Roguelike) difficulty)
Killed a boss while already dead.By Curly the Cornac Writhing One level 12
7th Mirth 122nd year of Ascendancy at 19:07 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Curly the Cornac Writhing One level 7
78th Pyre 122nd year of Ascendancy at 18:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Curly the Cornac Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 21:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Curly the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 10:41 see stats
Log
Curly casts Carrion Feet.
Zuboda the rogue uses Infusion: Movement.
Zuboda the rogue is moving at extreme speed!
Curly is no longer in despair
Curly casts Lash Out.
Curly hits Zuboda the rogue for 101 darkness damage.
Zuboda the rogue slows down.
Zuboda the rogue hits Curly for (102 absorbed), 0 physical, (8 absorbed), 0 nature, (7 absorbed), 0 darkness, (6 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Zuboda the rogue for 10 light damage.
Zuboda the rogue is no longer evading attacks.
Curly casts Decayed Devourers.
Curly casts Pustulent Fulmination.
Curly's spell attains critical power!
Curly hits Zuboda the rogue for 79 darkness damage.
Curly receives 32 healing.
Curly misses Zuboda the rogue.
Curly hits Zuboda the rogue for 54 darkness damage.
Your shield crumbles under the damage!
The shield around Curly crumbles.
Zuboda the rogue hits Curly for (63 absorbed), 44 physical, 8 nature, 7 darkness, 6 darkness (66 total damage).
Melee retaliation hits Zuboda the rogue for 10 light damage.
Curly stops regenerating health quickly.
Curly brandishes Vargh Redemption, calling forth the might of the oceans!
New Achievement: Take you with me (Insane (Roguelike) difficulty)!
Zuboda the rogue hits Curly for 114 physical damage.
Melee retaliation hits Zuboda the rogue for 10 light damage.
Curly the level 12 cornac writhing one was torn limb from limb to death by Zuboda the rogue on level 3 of Ruins of Kor'Pul.







































































