













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.6.0Official 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:
Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Better Item Description 1.6.0This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 13 / 46% |
Size | big |
Lifes / Deaths | Killed by luminous horror at level 13 on the 19th Haze 122nd year of Ascendancy at 21:03 / 1 |
Primary Stats
Strength | 36 (base 36) |
Dexterity | 39 (base 36) |
Constitution | 36 (base 36) |
Magic | 36 (base 36) |
Willpower | 41 (base 36) |
Cunning | 39 (base 36) |
Resources
Life | -51/459 |
Hate | 106/106 |
Stamina | 198/206 |
Vim | 148/148 |
Healing Factor | 1.1893203883495 |
Regeneration | 121.19653695909 |
Speed
Mental | +58.563068433501% |
Attack | +58.563068433501% |
Movement | +366.67430576071% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 62.760546832942 |
See Invisible | 64.760546832942 |
Offense: Mainhand
Damage | 55 |
Accuracy | 46 |
Crit Chance | 14% |
APR | 2 |
Speed | 0.63 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 14% |
Speed | 0.63066388023349 |
Offense: Damage Bonus
Nature | +17% |
Physical | +63% |
Fire | +20% |
All | +9% |
Offense: Damage Penetration
Nature | +20% |
Defense: Base
Armour (hardiness) | 26.381474180285 (84.761904761905%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 15 |
Physical Save | 36 |
Spell Save | 35 |
Mental Save | 42 |
Defense: Resistances
Lightning | + 33%( 70%) |
Fire | + 50%( 70%) |
Nature | + 24%( 70%) |
Cold | + 31%( 70%) |
Physical | + 30%( 70%) |
Mind | + 26%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 66% |
Fear Resistance | 55% |
Knockback Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 5 Cooldown: 23 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 105 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.62 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Corruption / Curses | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Gloom |
talent | Savage Hunter |
talent | Stalk |
beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +59% mind speed, +43% physical damage, +22 physical save, +22 mental save, 30/30 damage shrugged off this turn) Rampaging |
beneficial effect | A flow of life spins around the target, regenerating 47.12 life per turn. Regeneration |
beneficial effect | The target has 55 increased life regeneration. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 9%. Cursed Form |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of squid ink. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | ![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 shot ammo [Ego+] Arcane/Master Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +40.00 Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +5 See.Invis +7 Track: Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +3% fire Spell.save +15 (+7 eff.) A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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 | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -4% Resists +22% fire ---------- misc Max.enc +22 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% cold +12% fire ---------- misc Masteries +0.12 Cursed/Gloom Amulets can have magical properties. |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Spell.save +5 (+3 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +18 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% nature Res.pen +15% nature Melee Ret 2 light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+4 eff.) ---------- misc Psi/ret +0.12 Max.hate +6.00 A suit of armour made of mail. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 21 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Arcane Uses 100% Mag Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +0% Spell.pwr +5 (+1 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
granite wardstone granite wardstone1.0 T2 wardstone armor [Normal] While equipped: ----- def ----- Defense +4 (+2 eff.) Dmg.red +2 all Proj.slow +15% Handheld warding devices |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Achievements
By Sereg the Cornac Cursed level 6
78th Pyre 122nd year of Ascendancy at 09:11 see stats
By Sereg the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 06:53 see stats
By Sereg the Cornac Cursed level 11
10th Mirth 122nd year of Ascendancy at 09:11 see stats
By Sereg the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 12:08 see stats
By Sereg the Cornac Cursed level 6
78th Pyre 122nd year of Ascendancy at 09:11 see stats
By Sereg the Cornac Cursed level 6
78th Pyre 122nd year of Ascendancy at 09:11 see stats
Log
Luminous horror is weakened by the gloom.
Devourer is weakened by the gloom.
Luminous horror casts Searing Light.
Your hatred grows even as your life fades! (+4 hate)
Luminous horror casts Firebeam.
Luminous horror casts Firebeam.
Luminous horror casts Firebeam.
Luminous horror HEALS from light damage!
Luminous horror hits Sereg for 18 fire damage.
Luminous horror hits Sereg for 43 light damage.
Luminous horror hits Sereg for 15 fire damage.
Luminous horror hits Sereg for 9 light damage.
Melee retaliation hits Luminous horror for 1 lightning, 0 light, 1 healing (1 total damage) [1 healing].
Luminous horror hits Sereg for 18 fire damage.
Luminous horror casts Firebeam.
Luminous horror hits Sereg for 18 fire damage.
Sereg uses Infusion: Wild.
Sereg lessens the pain.
Sereg uses Infusion: Regeneration.
Sereg starts regenerating health quickly.
Mindrot hits Copperhead snake for 12 mind, 12 darkness (25 total damage).
Mindrot hits Devourer for 12 mind, 12 darkness (25 total damage).
Mindrot hits Luminous horror for (7 absorbed), 0 mind, (12 absorbed), 0 darkness (0 total damage).
Mindrot hits Luminous horror for 8 mind, 12 darkness (20 total damage).
Mindrot hits Devourer for 12 mind, 12 darkness (25 total damage).
Mindrot hits Devourer for 11 mind, 12 darkness (24 total damage).
Mindrot hits Luminous horror for (8 absorbed), 0 mind, (12 absorbed), 0 darkness (0 total damage).
Your hatred grows even as your life fades! (+4 hate)
Saving game...