








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 23 / 1% |
Size | small |
Lifes / Deaths | Killed by multi-hued crystal at level 9 on the 7th Dusk 122nd year of Ascendancy at 15:09 0 / 7Killed by Xurelle the rogue at level 13 on the 48th Dusk 122nd year of Ascendancy at 10:21 Killed by large brown snake at level 15 on the 17th Haze 122nd year of Ascendancy at 23:56 Killed by Bethera the rogue at level 15 on the 29th Haze 122nd year of Ascendancy at 19:55 Killed by snow giant boulder thrower at level 20 on the 58th Haze 122nd year of Ascendancy at 04:12 Killed by Isille the snow giant chieftain at level 20 on the 58th Haze 122nd year of Ascendancy at 15:47 Killed by ghast at level 23 on the 3rd Decay 122nd year of Ascendancy at 23:48 |
Antimagic | Follower |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 48 (base 35) |
Constitution | 26 (base 25) |
Magic | 10 (base 10) |
Willpower | 40 (base 26) |
Cunning | 48 (base 29) |
Resources
Life | 0/614 |
Stamina | 161/221 |
Equilibrium | 46 |
Healing Factor | 1.2624489795918 |
Regeneration | 69.422773718711 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -997 |
Infravision | 10 |
See Stealth | 36.990623353761 |
See Invisible | 41.990623353761 |
Stealth | 40.97592323034 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 49 |
Accuracy | 53 |
Crit Chance | 61% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 53 |
Crit Chance | 63% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Mind | +21% |
Nature | +15% |
Offense: Damage Penetration
Mind | +5% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 10 (49.309173272933%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 38 |
Mental Save | 43 |
Defense: Resistances
Acid | 0%( 70%) |
Nature | + 40%( 70%) |
Cold | + 19%( 70%) |
Fire | + 15%( 70%) |
Mind | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 13% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
talent | Apply Poison |
talent | Volatile Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Lacerating Strikes |
talent | Leeching Poison |
detrimental effect | The target is on fire, taking 54.80 fire damage per turn. Burning |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.6 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
beneficial effect | A flow of life spins around the target, regenerating 48.64 life per turn. Regeneration |
beneficial effect | The target's luck and cunning combine to grant it 36% higher critical chance and 36 saves. Halflings's Luck |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | You gain 15% resistance against fire. Resolve |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 20 defense. Evasion |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 Prox 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +2 A cap made of leather. |
On hands | ![]() 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.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +6 Wil Changes resistances: +15% mind Changes resistances penetration: +5% mind Changes damage: +15% mind Grants telepathy: Humanoid/Orc Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Blindness immunity: +13% Life regen: +1.10 Infravision radius: +4 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +12 Infravision radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Life regen: +1.40 Maximum life: +47.00 Healing mod.: +14% A suit of armour made of leather. |
Inventory
![]() Belegen the dwarven-steel battleaxe (31.5-47.25 power, 6 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +10.5% Attack speed: 100% Damage (Melee): +20 physical Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +12 (+4 eff.) Physical power: +6 (+2 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 8 physical Disarm immunity: +43% Massive two-handed battleaxes. |
![]() acidic dwarven-steel dagger of daylight (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +4 light Damage against: +8% Undead Sharp, short and deadly. |
![]() cashmere robe 'Darkhack' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +13% mind / +12% darkness Changes resistances penetration: +10% mind Changes damage: +19% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Salyldavena (0 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Physical power: +10 (+4 eff.) Armour: +8 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +8% lightning / +8% temporal Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Thunderraven the hardened leather gloves (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage when hit (Melee): 16 fire Changes resistances: +6% fire Changes resistances penetration: +5% lightning / +5% fire Changes damage: +9% lightning Mental save: +7 (+2 eff.) Maximum life: +56.00 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Burst (radius 1) on hit: +12 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() clarifying cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag / +4 Wil / +5 Cun Mental save: +7 (+2 eff.) Spellpower: +5 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() preserving alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight Life regen: +3.80 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mage the Halfling Rogue level 15
24th Haze 122nd year of Ascendancy at 17:05 see stats
By Mage the Halfling Rogue level 13
2nd Haze 122nd year of Ascendancy at 06:21 see stats
By Mage the Halfling Rogue level 19
57th Haze 122nd year of Ascendancy at 10:55 see stats
By Mage the Halfling Rogue level 16
32nd Haze 122nd year of Ascendancy at 22:37 see stats
By Mage the Halfling Rogue level 20
60th Haze 122nd year of Ascendancy at 05:37 see stats
By Mage the Halfling Rogue level 10
8th Dusk 122nd year of Ascendancy at 08:17 see stats
By Mage the Halfling Rogue level 20
57th Haze 122nd year of Ascendancy at 23:11 see stats
By Mage the Halfling Rogue level 13
48th Dusk 122nd year of Ascendancy at 16:33 see stats
By Mage the Halfling Rogue level 11
25th Dusk 122nd year of Ascendancy at 08:08 see stats
By Mage the Halfling Rogue level 20
59th Haze 122nd year of Ascendancy at 22:08 see stats
By Mage the Halfling Rogue level 18
53rd Haze 122nd year of Ascendancy at 23:26 see stats
By Mage the Halfling Rogue level 17
34th Haze 122nd year of Ascendancy at 04:59 see stats
By Mage the Halfling Rogue level 20
58th Haze 122nd year of Ascendancy at 15:47 see stats
Log
Thought-forged warrior receives 2 healing.
Skeleton mage receives 27 healing from Ghast's purging blight area effect.
Ghast receives 30 healing from Ghast's purging blight area effect.
Skeleton mage receives 27 healing from Ghast's purging blight area effect.
Skeleton mage receives 27 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Mage for (20 antimagic), 0 blight (0 total damage).
Ghast's purging blight area effect hits Thought-forged warrior for 20 blight damage.
Armoured skeleton warrior receives 27 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Eilinetta the Guardian for 6 to psi, 9 blight (16 total damage).
Skeleton mage speeds up.
Skeleton mage briefly catches sight of you!
Skeleton mage casts Flame.
Skeleton mage's spell attains critical power!
Mage deactivates Antimagic Shield.
The antimagic shield of Mage crumbles.
Mage's mind surges with critical power!
Mage is invigorated by the attack!
Mana Clash hits Skeleton mage for 2 arcane damage.
Mage hits Skeleton mage for 17 arcane damage.
Skeleton mage hits Mage for (44 antimagic), 107 fire (108 total damage).
Eilinetta the Guardian casts Invoke Darkness.
Mage's mind surges with critical power!
Mage is invigorated by the attack!
Eilinetta the Guardian hits Mage for 79 darkness damage.
Mage's mind surges with critical power!
Mage is invigorated by the attack!
Mage is no longer toxic to arcane users.
Burning from Skeleton mage hits Mage for 76 fire damage.
Saving game...