










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows 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 1.6.7Official 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 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Cultist of Entropy |
| Level / Exp | 23 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Dr. Doom's Inner Demon at level 23 on the 66th Haze 122nd year of Ascendancy at 16:00 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 73 (base 53) |
| Willpower | 23 (base 10) |
| Cunning | 68 (base 47) |
Resources
| Life | -29/384 |
| Insanity | 10/100 |
| Healing Factor | 1.1326086956521 |
| Regeneration | 13.633518825165 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | +4.8810315900051% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 22 |
| Crit Chance | 35% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 50% |
| Speed | 0.95346125494755 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +42% |
| Mind | +36% |
| All | +22% |
| Physical | +34% |
| Lightning | +42% |
| Light | +32% |
| Temporal | +30% |
| Darkness | +48% |
| Cold | +42% |
| Fire | +54% |
| Nature | +27% |
Offense: Damage Penetration
| Temporal | +7% |
| Physical | +6% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.643707701789 (45%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 47 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 40%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 39%( 70%) |
| All | + 33%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 39%( 70%) |
| Mind | + 42%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
| Poison Resistance | 39% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 109 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. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 345 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Madness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Nether | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Void Stars |
| talent | Chant of Fortress |
| talent | Atrophy |
| detrimental effect | The target is wasting away from entropic forces, taking 5.32 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases spellcast speed by 5%. 4 Temporal Feast |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 20. Intimidated |
| beneficial effect | The target calls upon its inner resources, improving all damage by 22% and reducing all damage taken by 22%. Wrath of the Highborn |
| beneficial effect | The target has 12 increased life regeneration. Recovery |
| beneficial effect | Darkness damage increased by 20%. Born into Magic |
| beneficial effect | The target has 30 increased saves and defense, 20% increased critical chance, and 20% chance to avoid all damage. 10 Jinx |
| detrimental effect | The target has 6 reduced saves and defense, and 3% reduced critical chance. 3 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Layidhelle (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 20 Changes stats: +3 Cun / +3 Con Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+4 eff.) A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | cashmere wizard hat 'Blackvice' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +1 Dex / +3 Wil / +3 Cun Changes resistances: +8% lightning / +8% temporal Light radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
| Tool | soothing ash wand of shielding [power 182] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
| On fingers | voratun ring 'Nightrain'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +6% temporal / +11% blight / +3% cold / +14% nature / +14% mind Changes damage: +14% mind / +6% darkness Mental save: +6 (+2 eff.) Poison immunity: +19% Disease immunity: +22% Disarm immunity: +10% Only die when reaching: -20.00 life Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | ancient cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% all Changes resistances penetration: +7% temporal / +6% physical Changes damage: +8% temporal / +12% physical Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Searseam' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +5 Wil Changes resistances: +6% cold Changes resistances penetration: +10% fire Changes damage: +12% fire Reduces incoming crit damage: 15.00% Mental crit. chance: +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 | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
spiritwalker's rough leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +7 Mana each turn: +0.11 Maximum mana: +20.00 Infravision radius: +4 A belt that goes around your waist. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 123% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 Activation costs 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) Activation costs 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dr. Doom the Higher Cultist of Entropy level 10
2nd Summertide 122nd year of Ascendancy at 17:58 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Dr. Doom the Higher Cultist of Entropy level 19
52nd Dusk 122nd year of Ascendancy at 23:34 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dr. Doom the Higher Cultist of Entropy level 10
2nd Summertide 122nd year of Ascendancy at 17:57 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Dr. Doom the Higher Cultist of Entropy level 20
53rd Dusk 122nd year of Ascendancy at 12:47 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dr. Doom the Higher Cultist of Entropy level 21
33rd Haze 122nd year of Ascendancy at 01:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dr. Doom the Higher Cultist of Entropy level 10
7th Flare 122nd year of Ascendancy at 13:32 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Dr. Doom the Higher Cultist of Entropy level 9
4th Mirth 122nd year of Ascendancy at 01:37 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Dr. Doom the Higher Cultist of Entropy level 18
48th Dusk 122nd year of Ascendancy at 21:11 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dr. Doom the Higher Cultist of Entropy level 17
43rd Dusk 122nd year of Ascendancy at 20:57 see stats
Log
Warg has been cut from the timeline!
Dr. Doom's Inner Demon is invigorated.
Xorn feels closer to the abyss!
Dr. Doom's Inner Demon shrugs off the effect 'Abyssal Shroud'!
Rantha the Worm feels closer to the abyss!
Rantha the Worm is pinned to the ground.
Siluldaba the cold drake hatchling is pinned to the ground.
Rungof the Warg Titan is pinned to the ground.
Lesser vampire is pinned to the ground.
Dr. Doom killed Cold drake hatchling!
Impending Doom from Dr. Doom hits Rantha the Worm for 76 arcane damage.
Dr. Doom's unstable rift area effect hits Lesser vampire for 175 temporal damage.
Dr. Doom's unstable rift area effect hits Rungof the Warg Titan for 175 temporal damage.
Dr. Doom's unstable rift area effect hits Rantha the Worm for 191 temporal damage.
Dr. Doom's unstable rift area effect hits Siluldaba the cold drake hatchling for 156 temporal damage.
Rift Cutter hits Dr. Doom for 39 temporal damage.
Rift Cutter hits Rantha the Worm for 60 temporal damage.
Dr. Doom's Inner Demon hits Dr. Doom for (8 to entropy), 33 temporal, 24 temporal (57 total damage).
Dr. Doom's Inner Demon hits Rantha the Worm for 85 temporal, 15 temporal (101 total damage).
Nightmare horror's abyssal darkness area effect hits Dr. Doom's Inner Demon for 17 darkness damage.
Nightmare horror's abyssal darkness area effect hits Xorn for 27 darkness damage.
Nightmare horror's abyssal darkness area effect hits Rantha the Worm for 24 darkness damage.
Dr. Doom the level 23 higher cultist of entropy was spaghettified across the whole of space and time to death by a Dr. Doom's Inner Demon on level 4 of Daikara.
Dr. Doom deactivates Chaos Orbs.
Dr. Doom's aura of power vanishes.
Dr. Doom deactivates Void Stars.
Dr. Doom deactivates Atrophy.
Dr. Doom has finished recovering.
Dr. Doom deactivates Chant of Fortress.
Dr. Doom deactivates Jinxed Touch.



































































