Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 20 / 18% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 17 on the 24th Shortage 122nd year of Ascendancy at 03:52 0 / 7Killed by Aletta Soultorn at level 17 on the 24th Shortage 122nd year of Ascendancy at 06:39 Killed by Emelylaith the luminous horror at level 19 on the 11st Iron 123rd year of Ascendancy at 14:37 Killed by Emelylaith the luminous horror at level 19 on the 11st Iron 123rd year of Ascendancy at 16:18 Killed by Emelylaith the luminous horror at level 19 on the 11st Iron 123rd year of Ascendancy at 18:08 Killed by Emelylaith the luminous horror at level 19 on the 11st Iron 123rd year of Ascendancy at 18:22 Killed by luminous horror at level 20 on the 26th Iron 123rd year of Ascendancy at 05:12 |
Primary Stats
Strength | 61 (base 41) |
Dexterity | 18 (base 10) |
Constitution | 53 (base 36) |
Magic | 12 (base 10) |
Willpower | 52 (base 25) |
Cunning | 10 (base 10) |
Resources
Life | -50/688 |
Mana | 53/444 |
Hate | 26/104 |
Positive | 14/107 |
Healing Factor | 0.71856262827394 |
Regeneration | 9.3053860361475 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 94 |
Accuracy | 27 |
Crit Chance | 0% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 79.92 (100%) |
Defense | 27 |
Ranged Defense | 33 |
Fatigue | 46 |
Physical Save | 41 |
Spell Save | 35 |
Mental Save | 30 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Poison Resistance | 25% |
Confusion Resistance | 17% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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. |
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 and cleanse 1 wound and poison effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 13.0% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target's skin reacts to damage, granting 40 armour and 40% armour hardiness. Thorny Skin |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 have explored the Maze and vanquished the Minotaur. * 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 26. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed bloated horror heart. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. * '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.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Alihir (Madness) (13 def, 4 armour) Alihir (Madness) (13 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+6 eff.) Fatigue: +3% Grants telepathy: Dragon Mental save: +9 (+5 eff.) Maximum hate: +4.00 Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 11 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Gilubar' alchemist's lamp 'Gilubar'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+4 eff.) Poison immunity: +5% Confusion immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Light radius: +3 See stealth: +5 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (Nightmares) (0 def, 6 armour) Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Wyrmbreath (Madness) (0 def, 4 armour) Wyrmbreath (Madness) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Madness It can be used to activate talent Fire Breath (costing 24 power out of 14/24) : Effective talent level: 2.0 Power cost: 24 out of 14/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 201.76 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Lelozor the Winddredge [power 40] (26/30 cooldown) Lelozor the Winddredge [power 40] (26/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% mind / +6% nature It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 40%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Vargh Redemption (Madness) Vargh Redemption (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Madness It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.14 cold and 17.43 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 14/60. This azure ring seems to be always moist to the touch. |
On fingers | Bloodcaller (Madness) Bloodcaller (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% Curse of Madness You won the Ring of Blood trial, and this is your reward. |
Around neck | stralite amulet 'Relgeharavon' stralite amulet 'Relgeharavon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +4 Wil Changes resistances: +6% acid Changes damage: +6% acid / +7% physical Combat speed: +10% Amulets can have magical properties. |
In main hand | insidious dwarven-steel mace of the leech (Corpses) (29-40.6 power, 4 apr) insidious dwarven-steel mace of the leech (Corpses) (29-40.6 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * leeches stamina from the target Damage (Melee): +26 insidious poison When wielded/worn: Damage when hit (Melee): 8 nature slow Curse of Corpses Blunt and deadly. |
Around waist | cleansing rough leather belt of life (Corpses) cleansing rough leather belt of life (Corpses)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% acid / +6% blight Life regen: +0.70 Healing mod.: +11% Curse of Corpses A belt that goes around your waist. |
In off hand | stralite shield 'Starhunt' (Nightmares) (10 def, 2 armour, 145 block) stralite shield 'Starhunt' (Nightmares) (10 def, 2 armour, 145 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 6 acid Damage when hit (Melee): 26 acid Changes stats: +1 Dex Changes resistances: +9% acid / +5% fire / +7% cold / +7% lightning Maximum wards: +4 lightning / +2 temporal / +3 blight / +5 fire / +5 cold Talents granted: +4 Block +1 Ward Curse of Nightmares Handheld deflection devices. |
Cloak | Betera the cashmere cloak (Shrouds) (4 def, 0 armour) Betera the cashmere cloak (Shrouds) (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Poison immunity: +20% Confusion immunity: +20% Maximum life: +40.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gledanor the Obsidianblood (Corpses) (7 def, 13 armour) Gledanor the Obsidianblood (Corpses) (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 arcane Changes resistances: +5% physical / +12% arcane / +19% temporal Physical save: +15 (+5 eff.) Spell save: +17 (+7 eff.) Curse of Corpses A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 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 and cleanse 1 wound and poison effect. 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb 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) 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 Chest 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
By Stark Raving Mad the Dwarf Cursed level 18
30th Shortage 122nd year of Ascendancy at 16:15 see stats
By Stark Raving Mad the Dwarf Cursed level 16
20th Shortage 122nd year of Ascendancy at 20:26 see stats
By Stark Raving Mad the Dwarf Cursed level 19
13rd Iron 123rd year of Ascendancy at 12:28 see stats
By Stark Raving Mad the Dwarf Cursed level 10
22nd Profit 122nd year of Ascendancy at 19:01 see stats
By Stark Raving Mad the Dwarf Cursed level 20
25th Iron 123rd year of Ascendancy at 02:17 see stats
By Stark Raving Mad the Dwarf Cursed level 19
13rd Iron 123rd year of Ascendancy at 15:36 see stats
By Stark Raving Mad the Dwarf Cursed level 17
24th Shortage 122nd year of Ascendancy at 06:30 see stats
By Stark Raving Mad the Dwarf Cursed level 8
17th Profit 122nd year of Ascendancy at 01:47 see stats
By Stark Raving Mad the Dwarf Cursed level 12
9th Loss 122nd year of Ascendancy at 09:28 see stats
By Stark Raving Mad the Dwarf Cursed level 19
13rd Iron 123rd year of Ascendancy at 07:11 see stats
By Stark Raving Mad the Dwarf Cursed level 19
11st Iron 123rd year of Ascendancy at 18:22 see stats
Log
Stark Raving Mad leeches life from Luminous horror!
Insidious Poison from Stark Raving Mad hits Luminous horror for 2 nature damage.
Stark Raving Mad uses Reckless Charge.
Stark Raving Mad knocks back Luminous horror!
Luminous horror is poisoned!
Luminous horror is poisoned!
The air around Stark Raving Mad grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Stark Raving Mad leeches life from Luminous horror!
Stark Raving Mad leeches life from Luminous horror!
Luminous horror hits Stark Raving Mad for 9 healing, 8 light (8 total damage) [9 healing].
Luminous horror hits Stark Raving Mad for 7 light damage.
Stark Raving Mad hits Luminous horror for 38 physical, , 2 nature, 4 acid, , (45 total damage).
Stark Raving Mad hits Luminous horror for (35 absorbed), 0 physical, , (2 absorbed), 0 nature, (4 absorbed), 0 acid, , (0 total damage).
Stark Raving Mad hits Luminous horror for 29 physical, , 2 nature, 4 acid, , (36 total damage).
Luminous horror hits Stark Raving Mad for 7 light damage.
Stark Raving Mad uses Hateful Whisper.
Luminous horror has heard the hateful whisper!
Stark Raving Mad's nightmare area effect hits Luminous horror for 34 mind damage.
Talent Block is ready to use.
Terror hits Forest wight for 24 physical damage.
Terror hits Luminous horror for 32 physical damage.
Luminous horror hits Terror for 14 light damage.
Terror hits Ghoul for 52 physical damage.
Terror hits Forest wight for 28 physical damage.
Terror hits Forest wight for 24 physical damage.
Luminous horror casts Searing Light.
Luminous horror's spell attains critical power!
Your hatred grows even as your life fades! (+4 hate)
Saving game...