Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Temporal Warden |
| Level / Exp | 22 / 15% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 22 on the 5th Decay 122nd year of Ascendancy at 19:40 / 1 |
Primary Stats
| Strength | 36 (base 20) |
| Dexterity | 45 (base 29) |
| Constitution | 31 (base 25) |
| Magic | 39 (base 20) |
| Willpower | 51 (base 34) |
| Cunning | 30 (base 10) |
Resources
| Life | -10/537 |
| Mana | 406/431 |
| Stamina | 122/176 |
| Paradox | 275 |
| Healing Factor | 1.3 |
| Regeneration | 4.94 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -45% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 47 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 30.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.35 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +10% |
| Temporal | +21% |
| Physical | +4% |
| Nature | +15% |
Offense: Damage Penetration
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 22.08 (41%) |
| Defense | 22.025 |
| Ranged Defense | 26.025 |
| Fatigue | 16 |
| Physical Save | 33.3375 |
| Spell Save | 33.3625 |
| Mental Save | 35.2875 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 14%( 70%) |
| All | + 6%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 27% |
| Confusion Resistance | 24% |
Inscriptions (5/5)
| Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 183 life. Its effects scale with your Strength stat. |
| Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 585% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 14% for 5 turns. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 2/10 |
| 3/5 |
| 2/5 |
| 2/5 |
Effects
| talent | Strength of Purpose |
| talent | Weapon Folding |
| talent | Quantum Feed |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target has 57% chance to evade melee attacks. Evasion |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | 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 talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)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 |
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 have explored the Daikara and vanquished the Dragon. | done |
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 the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 35. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed ice ant stinger. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of luminous horror dust. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 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 | grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
| Quiver | deadly quiver of ash arrows of erosion (9/11, 26-36.4 power, 7 apr) deadly quiver of ash arrows of erosion (9/11, 26-36.4 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.0 - 36.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 11 Damage when this weapon hits(ranged): +7 nature / +5 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | champion's iron helm of trickery (0 def, 3 armour) champion's iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +1 Str / +3 Dex / +1 Wil / +2 Cun Mental save: +5 Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of psychoportation [power 27] (30 cooldown) steel torque of psychoportation [power 27] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Xerurinne' stralite ring 'Xerurinne'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Damage when the wearer hits(melee): 4 blight Changes resistances penetration: +5% temporal Changes damage: +3% temporal Mental save: +10 Confusion immunity: +24% Stun/Freeze immunity: +27% Life regen: +1.40 Mindpower: +9 Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 29% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 60% Firing range: +9 When wielded/worn: Changes stats: +5 Dex / +4 Wil Damage when the wearer hits(ranged): 15 temporal Changes damage: +10% temporal Life regen: +2.00 Stamina each turn: +1.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many generations before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Destabilize (10% chance level 1). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | impenetrable dwarven-steel mail armour of temporal resistance (3 def, 15 armour) impenetrable dwarven-steel mail armour of temporal resistance (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 Fatigue: +16% Changes resistances: +15% temporal A suit of armour made of mail. |
| Cloak | regal linen cloak of fog (6 def, 0 armour) regal linen cloak of fog (6 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Wil Changes resistances: +11% light / +10% fire Stealth bonus: +6 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Cleansebolt' stralite amulet 'Cleansebolt'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +6 Cun / +5 Con Changes resistances: +6% nature Changes damage: +9% nature Talent mastery: +0.30 Technique / Dual weapons Critical mult.: +14.00% Amulets can have magical properties. |
Inventory
duelist's wild infusion (resist 16%; cure mental) duelist's wild infusion (resist 16%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
anchoring steel amulet of the fish anchoring steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal / +14% cold Allows you to breathe in: water Knockback immunity: +26% Amulets can have magical properties. |
grounding steel amulet of cunning (+2) grounding steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
restful steel amulet of magic (+5) restful steel amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +5 Mag Life regen: +0.50 Amulets can have magical properties. |
thick staff thick staffRequires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of might (20-24 power, 4 apr, fire damage)cruel yew magestaff of might (20-24 power, 4 apr, fire damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 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 Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather cap of absorption (0 def, 3 armour)insulating hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold / +7% fire Stamina when hit: +1.10 Equilibrium when hit: +1.10 A cap made of leather. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
bright alchemist's lamp of revealing bright alchemist's lamp of revealingCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 See stealth: +8 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, 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 Chest 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 47 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Achievements
Exterminator
Killed 1000 creaturesBy Frodo the Halfling Temporal Warden level 19
60th Haze 122nd year of Ascendancy at 06:35 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Frodo the Halfling Temporal Warden level 19
62nd Haze 122nd year of Ascendancy at 17:10 see stats
Impossible Death
Being killed by your future self.By Frodo the Halfling Temporal Warden level 20
78th Haze 122nd year of Ascendancy at 08:43 see stats
Level 10
Got a character to level 10.By Frodo the Halfling Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 12:16 see stats
Level 20
Got a character to level 20.By Frodo the Halfling Temporal Warden level 20
69th Haze 122nd year of Ascendancy at 17:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Frodo the Halfling Temporal Warden level 12
26th Dusk 122nd year of Ascendancy at 08:33 see stats
The Arena
Unlocked Arena mode.By Frodo the Halfling Temporal Warden level 9
8th Mirth 122nd year of Ascendancy at 04:39 see stats
The Right thing to do
You did the righteous thing in the ring of blood and disposed of the Blood Master.By Frodo the Halfling Temporal Warden level 19
68th Haze 122nd year of Ascendancy at 04:03 see stats
The secret city
Discovered the truth about mages.By Frodo the Halfling Temporal Warden level 12
50th Dusk 122nd year of Ascendancy at 02:05 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Frodo the Halfling Temporal Warden level 19
68th Haze 122nd year of Ascendancy at 03:35 see stats
Treasure Hunter
Amass 1000 gold pieces.By Frodo the Halfling Temporal Warden level 19
67th Haze 122nd year of Ascendancy at 22:13 see stats
Log
Frodo uses Flurry.
Frodo performs a critical strike!
Frodo drains life from skeleton archer!
Skeleton archer is on fire!
Frodo performs a critical strike!
Frodo drains life from skeleton archer!
Frodo drains life from skeleton archer!
Frodo hits skeleton archer for 62 physical, 8 mind, 3 nature, 4 blight, 12 temporal, 22 physical, 10 blight, 5 fire, 4 blight, 12 temporal, 63 physical, 8 mind, 3 nature, 4 blight, 12 temporal, 22 physical, 10 blight, 5 fire, 4 blight, 12 temporal, 37 physical, 8 mind, 3 nature, 4 blight, 12 temporal, 18 physical, 10 blight, 5 fire, 4 blight damage (total 379.04).
Frodo killed skeleton archer!
Skeleton archer hits Frodo for 2 physical damage.
You pickup 0.55 gold pieces.
Skeleton mage casts Manathrust.
Frodo tries to evade attacks.
Frodo evades skeleton warrior.
Skeleton mage hits Frodo for 138 arcane damage.
Frodo stops bleeding.
Frodo uses Dual Strike.
You switch your weapons to: Epoch's Curve.
Frodo uses Piercing Arrow.
Frodo hits skeleton warrior for 80 physical, 9 nature, 25 temporal, 24 temporal damage (total 135.54).
Skeleton warrior uses Stunning Blow.
Frodo is stunned!
Skeleton mage casts Flame.
Skeleton warrior uses Stunning Blow.
Frodo resists the stunning blow!
Skeleton warrior hits Frodo for 125 physical damage.
Skeleton warrior hits Frodo for 82 physical damage.
Saving done.
Saving done.
Saving game...
