










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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.
Grove Keeper 1.7.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. |
| Campaign | Arena |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 40 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Fade at level 40 on the 22nd Voratun 122nd year of Ascendancy at 10:34 7 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 28 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 77 (base 59) |
| Willpower | 68 (base 57) |
| Cunning | 60 (base 40) |
Resources
| Mana | 510/624 |
| Equilibrium | 0 |
| Vschol_void | 0/167 |
| Life | -141/1294 |
| Insanity | 62/100 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 20.245946206821 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 56 |
| Crit Chance | 32% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +41% |
| Temporal | +18% |
| Arcane | +47% |
| Physical | +14% |
| All | +9% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +20% |
| Temporal | +13% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 3 (48.304188961773%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 35 |
| Mental Save | 51 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Arcane | + 35%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 76% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 504 damage for 6 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Madness | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Crucible | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Rift | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Demented / Unsettling Words | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.00 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Demented / Doom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Celestial / Logia | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Twofold Curse |
| talent | Revelation |
| talent | Grand Oration |
| detrimental effect | The target's recorded memories are being played back in reverse, damaging them each turn until the record ends. Backmask |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 214 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 8/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +56.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Mag / +9 Con Changes damage: +13% arcane Life regen: +6.00 Damage Shield Power: +9% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | overpowered dragonbone wand of lightning storm [power 596] (2/21 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 129 lightning damage and will be dazed for 1 turn (649 total damage) Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | balancing drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Dex / +2 Wil / +5 Cun Mental save: +10 (+3 eff.) Maximum life: +54.00 Mental crit. chance: +10% A belt that goes around your waist. |
| In main hand | cruel elven-wood bonestaff of breaching (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Changes stats: +3 Str / +10 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+7 eff.) When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +18 Armour Penetration: +5 Crit. chance: +30.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | ancient silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +13% all Changes resistances penetration: +13% temporal / +5% physical Changes damage: +9% temporal / +5% physical / +9% all Spellpower: +14 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | shadow cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% darkness Changes resistances penetration: +7% darkness Changes damage: +7% darkness Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's voratun amulet of perfection (0.40 Demented / Rift,0.40 Technique / Finishing moves)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Talent masteries: +0.40 Demented / Rift +0.40 Technique / Finishing moves Mental save: +10 (+3 eff.) Confusion immunity: +16% Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
Inventory
wanderer's gold amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
chilling dwarven-steel battleaxe of torment (140% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 cold Massive two-handed battleaxes. |
blighted elven-wood magestaff of might (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +34.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +23% Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (107% power, 3 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
dispeller's Robe of the Worm of darkness (+8%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% lightning / +28% darkness / +7% light / +7% blight / +7% fire / +8% cold / +7% all Changes damage: +14% darkness Physical save: +12 (+6 eff.) Spell save: +23 (+9 eff.) Mental save: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sand dwarven-steel gauntlets of strength (+4) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+4 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +4 Str Changes damage: +7% physical When used to modify unarmed attacks: Power: 128% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
prismatic voratun mail armour of Eyal (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +15% light / +15% darkness Life regen: +3.00 Maximum life: +54.00 Healing mod.: +12% A suit of armour made of mail. |
fearforged dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +31% Changes stats: +8 Con Changes resistances: +7% fire / -15% light / +10% darkness Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Doomsayer the Drem Adventurer level 20
18th Voratun 122nd year of Ascendancy at 01:55 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By Doomsayer the Drem Adventurer level 35
21st Voratun 122nd year of Ascendancy at 03:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Doomsayer the Drem Adventurer level 10
17th Voratun 122nd year of Ascendancy at 00:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Doomsayer the Drem Adventurer level 20
17th Voratun 122nd year of Ascendancy at 23:16 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Doomsayer the Drem Adventurer level 30
19th Voratun 122nd year of Ascendancy at 16:56 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Doomsayer the Drem Adventurer level 40
22nd Voratun 122nd year of Ascendancy at 07:31 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By Doomsayer the Drem Adventurer level 37
21st Voratun 122nd year of Ascendancy at 19:41 see stats
Log
Raze hits Void skitterer for 1 memory, 3 darkness (4 total damage).
Something hits Void skitterer for 7 braided damage.
Something damages Doomsayer through the Braid!
Raze hits Doomsayer for 2 memory, 7 darkness, 1 memory, 2 darkness (13 total damage).
Something hits Doomsayer for 0 braided , 1 braided (1 total damage).
Something damages Void skitterer through the Braid!
Raze hits Void skitterer for 3 memory, 5 darkness, 3 memory, 7 darkness, 1 memory, 3 darkness, 2 memory, 8 darkness (33 total damage).
Something hits Void skitterer for 1 braided , 2 braided , 0 braided , 0 braided (3 total damage).
Void skitterer resisted the memory damage! (x1)
Something damages Doomsayer through the Braid!
Raze hits Doomsayer for 3 memory, 5 darkness, 3 memory, 5 darkness, 1 memory, 3 darkness, 3 memory, 4 darkness, 1 memory, 1 darkness, 3 memory, 3 darkness, 1 memory, 3 darkness, 2 memory, 6 darkness (48 total damage).
Something hits Doomsayer for 1 braided , 1 braided , 1 braided , 2 braided , 0 braided , 1 braided , 0 braided , 2 braided (8 total damage).
Void skitterer suffers an unfortunate end.
Doomsayer resisted the memory damage! (x1)
Something damages Void skitterer through the Braid!
Raze hits Void skitterer for 2 memory, 3 darkness, 2 memory, 3 darkness, 2 memory, 6 darkness, 2 memory, 8 darkness, 1 memory, 4 darkness, 3 memory, 5 darkness, 1 memory, 4 darkness, 3 memory, 8 darkness, 3 memory, 10 darkness (70 total damage).
Something hits Void skitterer for 1 braided , 1 braided , 1 braided , 1 braided , 0 braided , 1 braided , 1 braided , 1 braided , 0 braided (6 total damage).
Something damages Doomsayer through the Braid!
Something killed Void skitterer!
Raze hits Doomsayer for 3 memory, 5 darkness (9 total damage).
Something hits Doomsayer for 0 braided , 1 braided , 0 braided , 1 braided , 0 braided , 1 braided , 0 braided , 2 braided , 0 braided , 1 braided , 1 braided , 1 braided , 0 braided , 1 braided , 1 braided , 2 braided , 1 braided (14 total damage).
Doomsayer fails to use Quantum Tunnelling.
Something performs a melee critical strike against Doomsayer!
Doomsayer is stunned!
Something performs a melee critical strike against Doomsayer!
Curse of Nightmares hits Doomsayer for 3 memory, 9 mind, 2 memory, 6 darkness (20 total damage).
Raze hits Doomsayer for 4 memory, 7 darkness, 2 memory, 7 darkness, 2 memory, 8 darkness, 3 memory, 8 darkness, 2 memory, 2 darkness, 3 memory, 5 darkness, 1 memory, 3 darkness, 2 memory, 2 darkness (61 total damage).
Something hits Doomsayer for 12 memory, 31 physical, 3 memory, 5 darkness, 34 memory, 45 physical (129 total damage).
Doomsayer the level 40 drem adventurer was dethonkified to death by Fade on level 61 of The Arena.
The corpse of the Doomsayer pulls itself up to fight for you.
































































