









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 22 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted large white snake at level 18 on the 17th Haze 122nd year of Ascendancy at 10:27 / 2Killed by Istatai the human at level 22 on the 6th Decay 122nd year of Ascendancy at 01:59 |
Primary Stats
| Strength | 44 (base 44) |
| Dexterity | 12 (base 10) |
| Constitution | 15 (base 13) |
| Magic | 40 (base 32) |
| Willpower | 27 (base 10) |
| Cunning | 31 (base 14) |
Resources
| Life | -33/582 |
| Stamina | 115/206 |
| Vim | 76/137 |
| Healing Factor | 1.4405405405405 |
| Regeneration | 2.809054054054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 37 |
| Crit Chance | 21% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Light | +10% |
| Arcane | +12% |
| Darkness | +12% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +15% |
| Arcane | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 48.812421605777 (81.030927835052%) |
| Defense | 9 |
| Ranged Defense | 13 |
| Fatigue | 32 |
| Physical Save | 28 |
| Spell Save | 26 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 34%( 70%) |
| All | 0%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
| Poison Resistance | 20% |
| Confusion Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| talent | Eternal Suffering |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 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. | 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 Alchemists | 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 within5 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 | wanderer's pair of hardened leather boots of uncanny dodging (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +10 (+5 eff.) Mental save: +15 (+5 eff.) A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (80 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cyrylaith the drakeskin leather cap (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +13% acid / +10% temporal / +21% lightning / +10% fire / +19% mind / +11% cold Changes resistances penetration: +15% blight Spell save: +9 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +41% Maximum mana: +40.00 See invisible: +3 Damage Shield penetration: +10% A cap made of leather. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | ElenylegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Physical save: +6 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +1.70 Maximum life: +60.00 Rings can have magical properties. |
| On fingers | copper ring 'Darkjam'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +6% fire / +3% cold / +5% arcane / +3% nature Changes damage: +11% lightning / +12% darkness Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused 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 | Eclipsequeller the dwarven-steel battleaxe (41-61.5 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +16 mind / +4 temporal Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +14 Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
| 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.) These gloves are coated with a thick, green liquid. |
| Main armor | radiant dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +16% blight / +13% darkness Light radius: +1 A suit of armour made of metal plates. |
| Cloak | linen cloak 'Galebloom' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +2 Wil Changes resistances penetration: +5% arcane Changes damage: +12% arcane / +9% lightning Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
sneakthief's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
GlitteroraclePowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 30% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Dex / +5 Mag / +4 Wil / +3 Cun / +3 Con / +8 Lck Changes resistances: +6% temporal Trap disarming bonus: +15 Stealth bonus: +10 Physical save: +14 (+7 eff.) Spell crit. chance: +5% Light radius: +2 Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
dwarven-steel helm 'Phoenixwasp' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +15% blight / +13% cold / +6% temporal Changes resistances penetration: +10% fire Changes damage: +6% fire Allows you to breathe in: water Disarm immunity: +15% Confusion immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +17% lightning A suit of armour made of mail. |
radiant steel plate armour of the deep (4 def, 11 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +9% acid / +7% cold / +13% darkness / +12% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 12/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
yew totem of cure ailments 'Grineharadur' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag Grants telepathy: Dragon Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws See invisible: +9 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Doomed Larry the Cornac Doombringer level 12
19th Dusk 122nd year of Ascendancy at 15:16 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Doomed Larry the Cornac Doombringer level 19
19th Haze 122nd year of Ascendancy at 08:46 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Doomed Larry the Cornac Doombringer level 5
78th Pyre 122nd year of Ascendancy at 03:29 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Doomed Larry the Cornac Doombringer level 10
9th Flare 122nd year of Ascendancy at 17:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Doomed Larry the Cornac Doombringer level 20
20th Haze 122nd year of Ascendancy at 15:48 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Doomed Larry the Cornac Doombringer level 22
26th Haze 122nd year of Ascendancy at 08:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Doomed Larry the Cornac Doombringer level 15
59th Dusk 122nd year of Ascendancy at 15:25 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Doomed Larry the Cornac Doombringer level 11
10th Dusk 122nd year of Ascendancy at 09:00 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Doomed Larry the Cornac Doombringer level 15
77th Dusk 122nd year of Ascendancy at 06:44 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Doomed Larry the Cornac Doombringer level 18
13rd Haze 122nd year of Ascendancy at 22:27 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doomed Larry the Cornac Doombringer level 19
20th Haze 122nd year of Ascendancy at 09:43 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Doomed Larry the Cornac Doombringer level 18
17th Haze 122nd year of Ascendancy at 10:27 see stats
Log
Doomed Larry receives 1 healing from Devouring flames from Doomed Larry.
Burning from Doomed Larry hits Istatai the human for 21 fire damage.
Istatai the human is moving at extreme speed!
Doomed Larry's surge ends.
Bleeding from Istatai the human hits Doomed Larry for 15 physical damage.
Istatai the human stops burning.
Doomed Larry receives 1 healing from Devouring flames from Doomed Larry.
Talent Infusion: Healing is ready to use.
Bleeding from Istatai the human hits Doomed Larry for 15 physical damage.
Istatai the human's is no longer blazing.
Doomed Larry receives 1 healing from Devouring flames from Doomed Larry.
Doomed Larry uses Infusion: Healing.
Doomed Larry stops bleeding.
Doomed Larry receives 195 healing from Infusion: Healing.
Doomed Larry is no longer out of phase.
Talent Draining Assault is ready to use.
Talent Abduction is ready to use.
Talent Infusion: Wild is ready to use.
Talent Fiery Aegis is ready to use.
Talent Fiery Grasp is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Fiery Torment is ready to use.
Saving game...










































































