









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 11 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Belomina the orc warrior at level 10 on the 4th Flare 122nd year of Ascendancy at 13:40 / 1 |
Primary Stats
| Strength | 31 (base 27) |
| Dexterity | 14 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 58 (base 35) |
| Cunning | 22 (base 10) |
Resources
| Life | 261/266 |
| Hate | 70/100 |
| Psi | 148/148 |
| Healing Factor | 1.0708960968889 |
| Regeneration | 15.688627819423 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 27 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Lightning | +3% |
| Light | +19% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 16.317011280365 (73.452380952381%) |
| Defense | 9 |
| Ranged Defense | 13 |
| Fatigue | 15 |
| Physical Save | 20 |
| Spell Save | 25 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Light | + 20%( 70%) |
| Nature | + 13%( 70%) |
| Lightning | + 9%( 70%) |
| Physical | + 9%( 77%) |
| Mind | -5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 28% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 11 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: 13 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 1 poison effect. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 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 18.7% 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 (+1 cooldowns). Infusion Saturation |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. 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 | Horrible visions fill your mind. Curse of Nightmares (power 8.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 30% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +15 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 22 air and an additional 8 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 13 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | 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 |
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 |
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 |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +1% Curse of Nightmares A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | werebeast's iron helm (Misfortune) (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature While equipped: Stats +1 Str +1 Dex +2 Cun +1 Con ----- def ----- Armour +3 Fatigue +5% Resists -16% light HP.reg +1.40 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Betyvena the Tempestmalice [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 16 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% lightning Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of clarity (Nightmares)0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Curse of Nightmares Rings can have magical properties. |
| On fingers | savior's copper ring (Corpses)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Curse of Corpses Rings can have magical properties. |
| Around waist | rough leather belt 'Swampfiend' (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% light +3% nature HP.reg +0.60 Heal.mod +11% Curse of Nightmares A belt that goes around your waist. |
| In main hand | thought-forged iron greatsword of persecution (Nightmares) (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt/Psionic Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 mind Against +12% Unnatural On Hit: * 14% chance to cause random gloom While equipped: Stats +3 Cun +6 Wil Curse of Nightmares Massive two-handed swords. |
| On hands | Sludgegrip (Nightmares) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Curse of Nightmares These gloves are coated with a thick, green liquid. |
| Main armor | iron mail armour 'Bogokhad' (Madness) (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Apr +1 Melee Ret 20 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid HP.reg +0.40 Curse of Madness A suit of armour made of mail. |
| Cloak | Splendourwar (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Res.pen +5% light Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +6% acid +3% light Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
Inventory
rogue's copper ring of blight (+11%) (Misfortune)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% blight ----- def ----- Defense +6 (+6 eff.) Resists +11% blight Curse of Misfortune Rings can have magical properties. |
balanced iron dagger of massacre (Madness) (13-16.9 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 13.0 - 16.9 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +18% Curse of Madness Sharp, short and deadly. |
iron longsword (Shrouds) (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Curse of Shrouds Sharp, long, and deadly. |
rough leather sling (Shrouds)4.0 T1 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
elm starstaff of might (Corpses) (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff (Nightmares) (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) S.pwr/crit +3 Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
flaming iron waraxe of paradox (Madness) (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 temporal On Hit.r1 +6 fire While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Resists +6% temporal Curse of Madness One-handed war axes. |
iron waraxe (Madness) (10.5-14.7 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Curse of Madness One-handed war axes. |
manaburning iron waraxe of purging (Madness) (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature On Hit: * 10 arcane resource burn * 25% chance to remove a magical effect Curse of Madness One-handed war axes. |
grounding rough leather belt (Nightmares)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal Curse of Nightmares A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (Nightmares) (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (Corpses) (0 def, 0 armour)2.0 T1 cloth armor [Normal] Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of uncanny dodging (Madness) (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +2 (+2 eff.) Fatigue +1% Curse of Madness A pair of boots made of leather. |
Galeworm the rough leather cap (Misfortune) (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 16 lightning ----- def ----- Armour +3 Fatigue +1% Resists +15% lightning ---------- misc Infravis +1 Curse of Misfortune A cap made of leather. |
Morningrune the iron helm (Shrouds) (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% light Melee Ret 8 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +5% Resists +3% light ---------- misc Light +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying iron plate armour (Madness) (3 def, 7 armour)17.0 T1 massive armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Max.HP +33.00 Curse of Madness A suit of armour made of metal plates. |
Coral Spray (Shrouds) (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
deflecting iron shield of lightning resistance (+16%) (Madness) (8 def, 2 armour, 20 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +8 (+8 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% lightning Proj.evade +4% ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Gloom Patrol the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 13:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Gloom Patrol the Cornac Cursed level 10
2nd Flare 122nd year of Ascendancy at 15:33 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Gloom Patrol the Cornac Cursed level 10
4th Flare 122nd year of Ascendancy at 13:40 see stats
Log
Gloom Patrol starts regenerating health quickly.
Your summoned terror disappears.
Gloom Patrol hits King cobra for 16 acid, 20 physical, 16 blight (52 total damage).
King cobra hits Gloom Patrol for 7 physical damage.
The air around Gloom Patrol grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Gloom Patrol misses King cobra.
Your summoned terror disappears.
King cobra misses Gloom Patrol.
Your summoned terror disappears.
King cobra slows down.
King cobra is dazed!
Gloom Patrol hits King cobra for 41 physical, 7 mind (48 total damage).
King cobra misses Gloom Patrol.
Terror is on fire!
Skeleton mage's Flame hits Terror for 42 fire damage.
Burning from Skeleton mage hits Terror for 14 fire damage.
Your summoned terror disappears.
King cobra is not dazed anymore.
Gloom Patrol hits King cobra for 36 physical damage.
Gloom Patrol killed King cobra!
Terror hits Skeleton mage for 28 physical damage.
Your summoned terror disappears.
Gloom Patrol receives 15 healing from Unnatural Body.
Gloom Patrol deactivates Stalk.
Gloom Patrol deactivates Gloom.
Gloom Patrol stops regenerating health quickly.






























































