











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 | 
| 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 | Male | 
| Race | Ogre | 
| Class | Writhing One | 
| Level / Exp | 17 / 71% | 
| Size | huge | 
| Lifes / Deaths | Killed by Varsha the Writhing at level 17 on the 21st Haze 122nd year of Ascendancy at 21:48  / 1 | 
Primary Stats
| Strength | 43 (base 22) | 
| Dexterity | 16 (base 10) | 
| Constitution | 47 (base 27) | 
| Magic | 53 (base 44) | 
| Willpower | 5 (base 10) | 
| Cunning | 19 (base 10) | 
Resources
| Life | -16/627 | 
| Insanity | 98/100 | 
| Healing Factor | 1.4057603686636 | 
| Regeneration | 2.8818087557603 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +32.609950326513% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 57.967109609525 | 
| See Invisible | 57.967109609525 | 
Offense: Mainhand
| Damage | 80 | 
| Accuracy | 37 | 
| Crit Chance | 17% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 38 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 9 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +31% | 
| Lightning | +25% | 
| Darkness | +31% | 
| All | +19% | 
Offense: Damage Penetration
| Physical | +10% | 
Defense: Base
| Armour (hardiness) | 41.551211628464 (74.117647058824%) | 
| Defense | 22 | 
| Ranged Defense | 22 | 
| Fatigue | 18 | 
| Physical Save | 28 | 
| Spell Save | 32 | 
| Mental Save | 8 | 
Defense: Resistances
| Darkness | + 34%( 70%) | 
| Light | + 33%( 70%) | 
| Blight | + 34%( 70%) | 
| Cold | + 42%( 70%) | 
| All | + 30%( 70%) | 
Defense: Immunities
| Disarm Resistance | 45% | 
| Stun Resistance | 64% | 
| Pinning Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 331 life over 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 439 life over 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Demented / Horrific body | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Controlled horrors | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Tentacles | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Demented / Path of horror | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Demented / Disfigured face | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Ogre | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
| talent | Chaos Orbs | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty | 
| beneficial effect | 3 stacks, +9% to all damage dealt. Chaos Orbs | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury | 
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| beneficial effect | 4 pustules increasing resistance by 8%. Putrescent Pustule | 
| beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression | 
| beneficial effect | Do not try to resist it! Ogric Wrath | 
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 | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2.  | done | 
You failed to protect the lone alchemist from death by Elelrata the giant black ant. Escort: lone alchemist (level 2 of Old Forest) | failed | 
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 improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+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 | 
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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 honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.'  | 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 | 
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 |  pair of hardened leather boots of evasion (12 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather.  | 
| Light source |  Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
| On head |  bladed dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +7 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 150.9 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.  | 
| On fingers |  mule's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +27.00 Rings can have magical properties.  | 
| On fingers |  gold ring 'Stormquick'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +6.0% Armour: +10 Changes stats: +7 Str / +2 Con Changes damage: +6% lightning Healing mod.: +15% Rings can have magical properties.  | 
| Around waist |  nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +5% light / +6% darkness Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist.  | 
| In main hand |  warbringer's dwarven-steel greatsword (36.5-58.4 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +17% Massive two-handed swords.  | 
| On hands |  Issibar the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +4 Con Changes resistances: +6% blight Reduces incoming crit damage: 10.00% Life regen: +1.50 Stamina each turn: +1.00 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  impenetrable steel plate armour of cold resistance (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +17% cold A suit of armour made of metal plates.  | 
| Cloak |  enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Str / +1 Con Physical 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.  | 
| Around neck |  wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +4 Cun / +5 Con Life regen: +0.30 Stamina each turn: +0.50 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties.  | 
Inventory
 This item will automatically be transmogrified when you leave the level.Cuthuntir the Tempestquell (17-27.2 power, 10 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +4% physical Changes damage: +6% lightning Spell save: +30 (+13 eff.) Disease immunity: +10% Silence immunity: +10% Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.Chirogodig (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Str / +7 Dex / +2 Mag Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to unleash an elemental blastwave, dealing 35.48 to 42.57 fire damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.Dreladohad the Dazzlebreaker (5 def, 15 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +15 Defense: +5 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances penetration: +10% light Cut immunity: +10% Knockback immunity: +10% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.00 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.  | 
 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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.  | 
 miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 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.  | 
 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, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Achievements
			Earth Master (Nightmare (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Imdoiomia the Ogre Writhing One level 16
19th Haze 122nd year of Ascendancy at 06:06 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Imdoiomia the Ogre Writhing One level 17
21st Haze 122nd year of Ascendancy at 17:51 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Imdoiomia the Ogre Writhing One level 10
2nd Flare 122nd year of Ascendancy at 09:15 see stats
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Imdoiomia the Ogre Writhing One level 13
53rd Dusk 122nd year of Ascendancy at 16:36 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Imdoiomia the Ogre Writhing One level 8
5th Mirth 122nd year of Ascendancy at 05:35 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Imdoiomia the Ogre Writhing One level 4
77th Pyre 122nd year of Ascendancy at 03:44 see stats
Log
Fire wyrm's devouring flames area effect drains life from Imdoiomia!
Fire wyrm hits Imdoiomia for 7 fire damage.
Fire wyrm's devouring flames area effect hits Varsha the Writhing for 0 fire damage.
Fire wyrm's devouring flames area effect hits Imdoiomia for 2 healing, 18 fire (18 total damage) [2 healing].
Varsha the Writhing's firestorm hits Imdoiomia for 5 healing, 42 fire (42 total damage) [5 healing].
Fire wyrm receives 2 healing from Imdoiomia.
Imdoiomia's defiled blood area effect hits Fire wyrm for 53 darkness damage.
Imdoiomia's defiled blood area effect hits Varsha the Writhing for 40 darkness damage.
Varsha the Writhing uses Knockback.
Imdoiomia resists the knockback!
Varsha the Writhing hits Imdoiomia for 3 healing, 23 physical, 5 acid (28 total damage) [3 healing].
Imdoiomia hits Varsha the Writhing for 4 physical damage.
Fire wyrm breathes fire!
Imdoiomia is on fire!
Fire wyrm hits Imdoiomia for 15 healing, 130 fire (130 total damage) [15 healing].
Imdoiomia uses Infusion: Wild.
Imdoiomia stops burning.
Imdoiomia is cured!
Imdoiomia lessens the pain.
Imdoiomia is confused and fails to use Infusion: Regeneration.
Fire wyrm's devouring flames area effect drains life from Imdoiomia!
Varsha the Writhing's firestorm hits Imdoiomia for 4 healing, 33 fire (33 total damage) [4 healing].
Fire wyrm's devouring flames area effect hits Varsha the Writhing for 0 fire damage.
Fire wyrm's devouring flames area effect hits Imdoiomia for 2 healing, 14 fire (14 total damage) [2 healing].
Fire wyrm receives 2 healing from Imdoiomia.
Talent Teleport: Kroshkkur is ready to use.
Talent Pustulent Fulmination is ready to use.
Saving game...
































































