












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Demonologist |
| Level / Exp | 20 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Yeqaras the quasit squad leader at level 20 on the 65th Dusk 122nd year of Ascendancy at 20:03 / 1 |
Primary Stats
| Strength | 53 (base 48) |
| Dexterity | 18 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 54 (base 42) |
| Willpower | 15 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -184/566 |
| Stamina | 63/132 |
| Vim | 23/160 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 4.9865553575767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 33 |
| Crit Chance | 7% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +9% |
| Physical | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Darkness | +25% |
| Fire | +15% |
| Light | +20% |
Defense: Base
| Armour (hardiness) | 87.705543839457 (87.462686567164%) |
| Defense | 27 |
| Ranged Defense | 29 |
| Fatigue | 34 |
| Physical Save | 29 |
| Spell Save | 30 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Darkness | + 24%( 70%) |
| Cold | + 8%( 70%) |
| Blight | + 6%( 70%) |
| Acid | + 65%( 70%) |
| Fire | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Demonic pact | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom shield | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Osmosis Shield |
| talent | Blood Vengeance |
| talent | Hardened Core |
| talent | Overkill |
| talent | Bleak Outcome |
| talent | Willful Tormenter |
| detrimental effect | Huge cut that bleeds, doing 25.47 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Damage reduced by 42%. To The Arms |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | You regenerate a total of 74.30 life over the duration of the effect. Osmosis Regeneration |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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 |
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 |
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 | pair of dwarven-steel boots 'Barudodur' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Fatigue: +3% Damage when hit (Melee): 12 physical Changes stats: +2 Dex / +3 Cun / +3 Con Physical save: +13 (+7 eff.) Mental save: +16 (+8 eff.) Life regen: +1.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Salydawyn the Scorchhue (21/21, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 Damage (Ranged): +4 arcane / +12 fire Burst (radius 1) on hit: +16 fire Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +46.00 Light radius: +2 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 | Beyndur the Infernojam (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +8% cold / +12% fire Changes resistances penetration: +15% fire Changes damage: +3% fire Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic dwarven-steel gauntlets of strength (+3) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Maximum life: +45.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Sparktrail' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Physical power: +5 (+1 eff.) Damage when hit (Melee): 8 lightning / 8 physical Changes stats: +2 Str / +3 Dex / +1 Cun Changes resistances: +6% darkness / +7% fire Changes damage: +12% lightning Infravision radius: +4 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +14 (+7 eff.) Damage when hit (Melee): 8 light Changes stats: +4 Mag / +5 Wil / +3 Cun Changes damage: +3% light Blindness immunity: +5% Vim when hit: +2.00 Only die when reaching: -40.00 life Spellpower: +6 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | steel ring 'Lustrepower' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +4 Mag Changes resistances penetration: +20% light Changes damage: +6% light Spell save: +8 (+4 eff.) Vim when hitting in melee: +2.00 Light radius: +2 Rings can have magical properties. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Chaledas (66-92.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 66.0 - 92.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Changes resistances: +6% blight Talent granted: +2 Corrosive Cone Reduces incoming crit damage: 15.00% Physical save: +3 (+2 eff.) Spell save: +9 (+5 eff.) Pinning immunity: +5% Sharp, long, and deadly. |
| Around waist | AnyyonCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +24% acid Stealth bonus: +5 A belt that goes around your waist. |
| In off hand | reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 11-13.2 power, 38 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +38 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% lightning / +0% blight / +25% acid Reduce damage by fixed amount: +0 blight / +0 darkness / +15 acid Changes resistances penetration: +0% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Lisadhetta' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +3 Dex Changes resistances penetration: +20% physical Changes damage: +3% physical Critical mult.: +3.00% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Dimwyrd' (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 4 mind Changes resistances: +16% acid / +3% darkness Changes resistances penetration: +25% darkness A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.invisibility rune of the psychic (power 10 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel battleaxe of vileness (32.5-48.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +24 blight Burst (radius 1) on hit: +13 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Star (25-32.5 power, 20 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +18 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel greatsword of massacre (47.5-76 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 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% Damage (Melee): +12 darkness Damage against: +10% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour (3 def, 14 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +12 (+6 eff.) Life regen: +2.30 Stamina each turn: +1.00 A suit of armour made of mail. |
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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Doom Jazz the Cornac Demonologist level 19
64th Dusk 122nd year of Ascendancy at 08:56 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Doom Jazz the Cornac Demonologist level 5
78th Pyre 122nd year of Ascendancy at 06:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Doom Jazz the Cornac Demonologist level 10
7th Mirth 122nd year of Ascendancy at 23:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Doom Jazz the Cornac Demonologist level 20
65th Dusk 122nd year of Ascendancy at 02:27 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Doom Jazz the Cornac Demonologist level 18
54th Dusk 122nd year of Ascendancy at 03:54 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Doom Jazz the Cornac Demonologist level 18
63rd Dusk 122nd year of Ascendancy at 15:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Doom Jazz the Cornac Demonologist level 8
4th Mirth 122nd year of Ascendancy at 11:51 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Doom Jazz the Cornac Demonologist level 12
6th Dusk 122nd year of Ascendancy at 17:25 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doom Jazz the Cornac Demonologist level 17
44th Dusk 122nd year of Ascendancy at 04:50 see stats
Log
Doom Jazz uses Block.
Yeqaras the quasit squad leader receives 69 healing.
Yeqaras the quasit squad leader uses To The Arms.
Yeqaras the quasit squad leader resists the mind attack!
Doom Jazz is suffering and fails to concentrate on dealing damage.
Yeqaras the quasit squad leader hits Doom Jazz for (38 blocked), (17 turned into osmosis), 17 physical (17 total damage).
Bleeding from Yeqaras the quasit squad leader hits Doom Jazz for (16 blocked), 0 physical (0 total damage).
Doom Jazz hits Yeqaras the quasit squad leader for (7 turned into osmosis), 7 acid, (5 turned into osmosis), 5 physical, (2 turned into osmosis), 2 light, (0 turned into osmosis), 0 mind, (4 turned into osmosis), 4 lightning (18 total damage).
Doom Jazz receives 18 healing.
--------------------------------
Doom Jazz casts Demon Seed.
Yeqaras the quasit squad leader is dazed!
Doom Jazz hits Yeqaras the quasit squad leader for (28 turned into osmosis), 28 blight, (2 turned into osmosis), 2 fire (30 total damage).
Yeqaras the quasit squad leader hits Doom Jazz for (8 turned into osmosis), 8 fire, (5 turned into osmosis), 5 light, (4 turned into osmosis), 4 temporal, (8 turned into osmosis), 8 fire, (5 turned into osmosis), 5 light, (4 turned into osmosis), 4 temporal (35 total damage).
Yeqaras the quasit squad leader receives 85 healing.
Yeqaras the quasit squad leader uses Block.
Doom Jazz feels pain again.
Bleeding from Yeqaras the quasit squad leader hits Doom Jazz for (6 turned into osmosis), 6 physical (6 total damage).
Doom Jazz receives 18 healing.
--------------------------------
Yeqaras the quasit squad leader is not dazed anymore.
Doom Jazz hits Yeqaras the quasit squad leader for (17 blocked), 0 physical, (2 turned into osmosis), 2 fire (2 total damage).
Yeqaras the quasit squad leader hits Doom Jazz for (8 turned into osmosis), 8 fire, (5 turned into osmosis), 5 light, (4 turned into osmosis), 4 temporal (17 total damage).
Yeqaras the quasit squad leader receives 74 healing.
Yeqaras the quasit squad leader uses Overpower.
Yeqaras the quasit squad leader resists the mind attack!
Yeqaras the quasit squad leader resists the mind attack!
Saving game...









































































