Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 20 / 82% |
Size | small |
Lifes / Deaths | Killed by Emeleriathra the cutpurse at level 14 on the 70th Haze 122nd year of Ascendancy at 07:50 / 2Killed by Julius at level 20 on the 61st Dusk 123rd year of Ascendancy at 12:58 |
Antimagic | Follower |
Primary Stats
Strength | 12 (base 13) |
Dexterity | 50 (base 36) |
Constitution | 30 (base 26) |
Magic | 11 (base 10) |
Willpower | 13 (base 11) |
Cunning | 41 (base 33) |
Resources
Life | -52/690 |
Stamina | 152/164 |
Healing Factor | 1.1592147729953 |
Regeneration | 2.6082332392394 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 12 |
Offense: Mainhand
Damage | 76 |
Accuracy | 53 |
Crit Chance | 16% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Nature | +28% |
Fire | +16% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Acid | +20% |
Cold | +10% |
Temporal | +30% |
Defense: Base
Armour (hardiness) | 41 (94.687909656376%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 12 |
Mental Save | 24 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 27%( 70%) |
All | + 15%( 70%) |
Darkness | + 20%( 70%) |
Light | + 18%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 17%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 35%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 20% |
Pinning Resistance | 25% |
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Called Shots | 1.50 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by giant white ant. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by Julius. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 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 ice ant stinger. * You've found the needed faerlhing fang. * You've found the needed vial of wight ectoplasm. | 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 within2 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 |
Equipment
Quiver | Ragolar the pouch of dwarven-steel shots (46/46, 34-40 power, 3 apr) Ragolar the pouch of dwarven-steel shots (46/46, 34-40 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 46 On weapon hit: * 20% chance to slow global speed by 41% Travel speed: +200% Damage (radius 1) on hit: +4 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | Bogsever the alchemist's lamp Bogsever the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% nature / +6% darkness / +5% arcane Changes damage: +15% nature Spell save: +3 (+3 eff.) Maximum life: +55.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Lelemnir (0 def, 8 armour) Lelemnir (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +8 Fatigue: +3% Damage when hit (Melee): 2 temporal Changes stats: +3 Dex Vim when firing critical spell: +2.00 Spell crit. chance: +3% Infravision radius: +2 A cap made of leather. |
On hands | Arcbile the hardened leather gloves (0 def, 6 armour) Arcbile the hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +12% blight / +3% temporal / +3% acid Changes resistances penetration: +25% lightning Mental save: +9 (+4 eff.) Maximum life: +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | focusing ash totem of healing [power 182] (7/15 cooldown) focusing ash totem of healing [power 182] (7/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Glowtrencher GlowtrencherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +5 Dex / +2 Wil / +2 Con Changes resistances: +26% nature / +3% light Changes damage: +13% nature See invisible: +12 Rings make your fingers look great! |
On fingers | steel ring 'Sleettide' steel ring 'Sleettide'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight / 6 cold Changes resistances penetration: +20% temporal / +10% cold Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +29% Maximum life: +28.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around neck | gold amulet 'Grinivon' gold amulet 'Grinivon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +4 Changes stats: +1 Mag Changes resistances: +14% mind Changes resistances penetration: +20% acid Reduces incoming crit damage: 10.00% Confusion immunity: +20% Light radius: +1 Infravision radius: +1 Amulets make your neck look great! |
In main hand | hardened leather sling 'Blastwell' hardened leather sling 'Blastwell'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +9 Travel speed: +200% When wielded/worn: Armour: +2 Ammo reloads per turn: +4 Effects on ranged hit: * 10% chance to reduce armor by 16% Changes stats: +3 Dex Changes damage: +6% lightning Slings are used to hurl stones or metal shots at your foes. |
Around waist | grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Maximum life: +32.00 A belt that goes around your waist. |
In off hand | dwarven-steel shield 'Infernoslicer' (0 def, 6 armour, 34-41 power, 85 block) dwarven-steel shield 'Infernoslicer' (0 def, 6 armour, 34-41 power, 85 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +85 Damage (Melee): +8 mind Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +8 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 17 lightning Damage when hit (Melee): 2 lightning Changes resistances penetration: +10% temporal Changes damage: +9% mind Talent granted: +1 Block Handheld deflection devices. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dourshear (10 def, 0 armour) Dourshear (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +3% lightning / +24% fire / +2% physical / +11% all Changes damage: +16% fire Stun/Freeze immunity: +20% Life regen: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Fatigue: -4% Maximum encumbrance: +20 Spellpower: +6 (+6 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of light (+22%) psionicist's steel ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +4 (+2 eff.) Rings make your fingers look great! |
reinforced leather sling of enduring reinforced leather sling of enduringRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +8 Con / +6 Wil Maximum life: +60.00 Slings are used to hurl stones or metal shots at your foes. |
undeterred pair of rough leather boots of evasion (4 def, 1 armour) undeterred pair of rough leather boots of evasion (4 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Silence immunity: +20% Confusion immunity: +23% Stun/Freeze immunity: +23% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) 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. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+13 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
troll-hide cured leather armour of Eyal (6 def, 4 armour) troll-hide cured leather armour of Eyal (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +7.90 Maximum life: +61.00 Healing mod.: +23% A suit of armour made of leather. |
Samylathandil the steel plate armour (0 def, 9 armour) Samylathandil the steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +9 Fatigue: +22% Changes stats: +7 Str / +2 Con Changes resistances: +17% lightning / +16% temporal Maximum life: +37.00 Maximum vim: +20.00 A suit of armour made of metal plates. |
64 alchemist agate 64 alchemist agate0.00 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. |
onyx 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. |
4 aquamarine 4 aquamarine0.00 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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 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 after 40 turns Activation costs 202 power out of 203/400. 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) 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. |
5 amethyst 5 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. |
ametrine ametrine0.00 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. |
Achievements
By Julius the Halfling Skirmisher level 17
22nd Regrowth 123rd year of Ascendancy at 13:03 see stats
By Julius the Halfling Skirmisher level 14
43rd Dusk 122nd year of Ascendancy at 14:13 see stats
By Julius the Halfling Skirmisher level 17
2nd Pyre 123rd year of Ascendancy at 21:43 see stats
By Julius the Halfling Skirmisher level 20
61st Dusk 123rd year of Ascendancy at 12:58 see stats
By Julius the Halfling Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 15:08 see stats
By Julius the Halfling Skirmisher level 20
2nd Dusk 123rd year of Ascendancy at 20:23 see stats
By Julius the Halfling Skirmisher level 13
31st Dusk 122nd year of Ascendancy at 23:39 see stats
By Julius the Halfling Skirmisher level 20
31st Dusk 123rd year of Ascendancy at 06:50 see stats
By Julius the Halfling Skirmisher level 20
3rd Dusk 123rd year of Ascendancy at 08:02 see stats
By Julius the Halfling Skirmisher level 14
70th Haze 122nd year of Ascendancy at 07:50 see stats
Log
Julius uses Infusion: Wild.
Julius lessens the pain.
Julius uses Infusion: Movement.
Julius is moving at extreme speed!
Julius starts suffocating to death!
Julius is suffocating.
Julius tries to evade attacks.
Julius slows down.
Julius uses Disengage.
Julius uses Swift Shot.
Swift Shot is still on cooldown for 5 turns.
You don't see how to get there...
Julius uses Kneecapper.
You don't see how to get there...
Julius uses Luck of the Little Folk.
Julius seems more aware.
Julius uses Disengage.
You don't see how to get there...
Julius uses Kneecapper.
You don't see how to get there...
Julius uses Hurricane Shot.
Resting starts...
Rested for 1 turns (stop reason: suffocating).
New Achievement: Fool of a Took! (Roguelike)!
Julius the level 20 halfling skirmisher suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.