Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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 | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Cultist of Entropy |
Level / Exp | 14 / 56% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 7 on the 10th Mirth 122nd year of Ascendancy at 15:31 0 / 6Killed by Enond the thalore at level 10 on the 19th Dusk 122nd year of Ascendancy at 22:51 Killed by war hound at level 14 on the 34th Dusk 122nd year of Ascendancy at 01:34 Killed by Ilonla the human at level 14 on the 37th Dusk 122nd year of Ascendancy at 17:24 Killed by Ilonla the human at level 14 on the 37th Dusk 122nd year of Ascendancy at 19:37 Killed by Bogia the halfling at level 14 on the 37th Dusk 122nd year of Ascendancy at 21:39 |
Primary Stats
Strength | 27 (base 14) |
Dexterity | 19 (base 12) |
Constitution | 21 (base 10) |
Magic | 43 (base 40) |
Willpower | 16 (base 10) |
Cunning | 25 (base 25) |
Resources
Life | -12/399 |
Insanity | 53/100 |
Healing Factor | 1.606387434555 |
Regeneration | 2.6505392670157 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 24 |
Accuracy | 24 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 33% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Lightning | +36% |
Acid | +3% |
Temporal | +21% |
Blight | +9% |
Arcane | +4% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Temporal | +25% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 21.718466608409 (30%) |
Defense | 21 |
Ranged Defense | 24 |
Fatigue | 4 |
Physical Save | 22 |
Spell Save | 28 |
Mental Save | 31 |
Defense: Resistances
Light | + 6%( 70%) |
Nature | + 20%( 70%) |
Blight | + 29%( 70%) |
Physical | + 1%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 46.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 262 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Void Stars |
talent | Twofold Curse |
talent | Grand Oration |
talent | Revelation |
beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
detrimental effect | The target is wasting away from entropic forces, taking 7 damage per turn. Entropic Wasting |
beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 the savior. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +3 Wil / +3 Con Changes damage: +3% acid Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) See invisible: +3 A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Spell save: +3 (+1 eff.) Life regen: +0.20 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum life: +40.00 Spell crit. chance: +5% Light radius: +2 Healing mod.: +10% 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +5% Changes stats: +1 Str / +3 Con Changes resistances: +1% physical Changes damage: +9% lightning Life regen: +0.20 Stamina each turn: +0.60 Maximum life: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Str Changes resistances penetration: +25% acid Lowers spell cool-downs by: 10% Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +9% blight Critical mult.: +10.00% Mental save: +5 (+2 eff.) Confusion immunity: +21% Mana each turn: +0.08 Damage Shield penetration: +10% Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +7.0% Physical power: +7 (+4 eff.) Changes damage: +3% mind / +15% temporal Talent granted: +1 Command Staff Critical mult.: +19.00% Mental save: +6 (+3 eff.) Maximum hate: +2.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +12% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes resistances penetration: +25% temporal Changes damage: +6% temporal / +4% arcane / +15% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +1.00 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +9% blight / +6% light Spell save: +5 (+2 eff.) Mental save: +11 (+5 eff.) Silence immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +9 Lck Changes damage: +27% lightning Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil / +3 Mag Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+3 eff.) Amulets can have magical properties. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag / +3 Cun / +3 Con Changes damage: +6% blight / +6% temporal / +20% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Spell save: +9 (+4 eff.) Vim when firing critical spell: +5.00 Maximum vim: +26.00 Maximum neg.energy: +25.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil Critical mult.: +5.00% Mental save: +9 (+4 eff.) Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +23% Hate when firing a critical mind attack: +2.00 Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +8 (+4 eff.) Armour: +5 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +10% darkness Changes damage: +6% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% mind Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +5% mind Changes damage: +9% arcane Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gorkie the Chorkie the Skeleton Cultist of Entropy level 9
6th Flare 122nd year of Ascendancy at 06:00 see stats
By Gorkie the Chorkie the Skeleton Cultist of Entropy level 10
8th Dusk 122nd year of Ascendancy at 22:38 see stats
By Gorkie the Chorkie the Skeleton Cultist of Entropy level 4
78th Pyre 122nd year of Ascendancy at 02:33 see stats
By Gorkie the Chorkie the Skeleton Cultist of Entropy level 10
19th Dusk 122nd year of Ascendancy at 16:47 see stats
By Gorkie the Chorkie the Skeleton Cultist of Entropy level 10
17th Dusk 122nd year of Ascendancy at 05:35 see stats
By Gorkie the Chorkie the Skeleton Cultist of Entropy level 14
34th Dusk 122nd year of Ascendancy at 00:45 see stats
Log
Gorkie the Chorkie loses 5 health to the entropy.
Gorkie the Chorkie overcomes the gloom
Talent Bone Armour is ready to use.
Talent Entropic Gift is ready to use.
Talent Dig is ready to use.
Talent Prophecy of Ruin is ready to use.
Burning from Gorkie the Chorkie hits Bogia the halfling for 2 fire damage.
Dark Whispers from Gorkie the Chorkie hits Bogia the halfling for 14 darkness damage.
Gorkie the Chorkie's void star absorbs the damage from Bogia the halfling, converting it into entropy!
Bogia the halfling hits Gorkie the Chorkie for (36 to entropy), (76 absorbed), 0 physical (0 total damage).
Gorkie the Chorkie casts Prophecy of Ruin.
Bogia the halfling is doomed to ruin!
Gorkie the Chorkie's spell attains critical power!
Your shield crumbles under the damage!
The shield around Gorkie the Chorkie crumbles.
Gorkie the Chorkie loses 6 health to the entropy.
Talent Dark Whispers is ready to use.
Burning from Gorkie the Chorkie hits Bogia the halfling for 9 fire damage.
Dark Whispers from Gorkie the Chorkie hits Bogia the halfling for 39 darkness damage.
Bogia the halfling hits Gorkie the Chorkie for (54 absorbed), 77 physical (77 total damage).
Gorkie the Chorkie casts Prophecy of Madness.
Bogia the halfling is doomed to madness!
Bogia the halfling is free from the prophecy.
Bogia the halfling is doomed to ruin!
Ilonla the human uses Double Shots.
Bogia the halfling performs a melee critical strike against Gorkie the Chorkie!
Gorkie the Chorkie is no longer being stalked by Bogia the halfling.
Saving game...