











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 19 / 88% |
Size | medium |
Lifes / Deaths | Killed by ThisTimeForSure at level 19 on the 10th Shortage 122nd year of Ascendancy at 17:21 / 2Killed by ThisTimeForSure at level 19 on the 11st Shortage 122nd year of Ascendancy at 03:51 |
Antimagic | Follower |
Primary Stats
Strength | 59 (base 35) |
Dexterity | 11 (base 11) |
Constitution | 56 (base 42) |
Magic | 8 (base 10) |
Willpower | 30 (base 18) |
Cunning | 11 (base 10) |
Resources
Life | -12/721 |
Stamina | 149/204 |
Healing Factor | 1.4100460901467 |
Regeneration | 5.1714102746222 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 112 |
Accuracy | 23 |
Crit Chance | 18% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +13% |
Blight | +5% |
Physical | +26% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +30% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 54.723073231957 (96.438666929426%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 33 |
Physical Save | 40 |
Spell Save | 42 |
Mental Save | 39 |
Defense: Resistances
Arcane | + 19%( 70%) |
Mind | + 25%( 70%) |
All | + 15%( 70%) |
Lightning | + 18%( 70%) |
Light | + 46%( 70%) |
Physical | + 16%( 70%) |
Cold | + 52%( 70%) |
Fire | + 25%( 70%) |
Darkness | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Strength 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved mental save by +12. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. * You've found the needed black mamba head. | 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 within18 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Res.pen +15% lightning +25% acid Melee Ret 4 physical ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +3% Resists +9% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +15% lightning +3% light Res.pen +10% blight +15% lightning On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +6% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% cold Acc +4 (+2 eff.) ----- def ----- Resists +20% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +3% lightning +3% fire +5% arcane +3% cold Spell.save +6 (+2 eff.) Stealth +6 Stun/Frz- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +14 Defense +8 (+4 eff.) Fatigue +22% Mind.save +13 (+5 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +1% physical +6% darkness +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 20% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 15 While equipped: dps ---------- Res.pen +10% mind +15% nature Acc +12 (+6 eff.) Melee Ret 10 nature ----- def ----- Defense +7 (+3 eff.) Disarm- +36% Massive two-handed battleaxes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 nature On Crit: * silences the target While equipped: Stats +3 Dex dps ---------- Res.pen +11% nature +9% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +4 Cun +1 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning Res.pen +6% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Mind.crit +2% ----- def ----- Armour +4 Fatigue +3% Resists +1% physical ---------- misc Stam/turn +0.60 Equi/ret +0.12 Psi/ret +0.12 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str dps ---------- Apr +3 ----- def ----- Armour +15 Fatigue +3% Resists +6% blight ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +9% cold Phys.save +11 (+3 eff.) Mind.save +11 (+4 eff.) Poison- +10% Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +6 Mag +4 Con ----- def ----- Armour +6 Fatigue +3% Blind- +20% Poison- +20% ---------- misc Infravis +2 A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% acid Acc +30 (+15 eff.) Melee Ret 4 acid ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Die.at -40.00 life Max.HP +43.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +16% cold +12% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By ThisTimeForSure the Dwarf Berserker level 19
30th Loss 122nd year of Ascendancy at 19:08 see stats
By ThisTimeForSure the Dwarf Berserker level 17
3rd Loss 122nd year of Ascendancy at 08:17 see stats
By ThisTimeForSure the Dwarf Berserker level 19
11st Shortage 122nd year of Ascendancy at 02:03 see stats
By ThisTimeForSure the Dwarf Berserker level 10
6th Dearth 122nd year of Ascendancy at 20:46 see stats
By ThisTimeForSure the Dwarf Berserker level 19
25th Loss 122nd year of Ascendancy at 10:53 see stats
By ThisTimeForSure the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 18:09 see stats
By ThisTimeForSure the Dwarf Berserker level 8
2nd Dearth 122nd year of Ascendancy at 02:43 see stats
By ThisTimeForSure the Dwarf Berserker level 17
37th Dearth 122nd year of Ascendancy at 19:05 see stats
By ThisTimeForSure the Dwarf Berserker level 19
10th Shortage 122nd year of Ascendancy at 17:21 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 6 turns (stop reason: suffocating).
Unstable sand tunnel hits ThisTimeForSure for 303 physical damage.
--------------------------------
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
ThisTimeForSure is recovering from the damage!
Unstable sand tunnel hits ThisTimeForSure for 178 physical damage.
--------------------------------
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
ThisTimeForSure starts suffocating to death!
Ran for 2 turns (stop reason: detrimental status effect).
ThisTimeForSure is suffocating.
Unstable sand tunnel hits ThisTimeForSure for 131 physical damage.
--------------------------------
ThisTimeForSure uses Infusion: Healing.
ThisTimeForSure receives 71 healing from Infusion: Healing.
ThisTimeForSure uses Resilience of the Dwarves.
ThisTimeForSure 's skin turns to stone.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits ThisTimeForSure for 74 physical damage.
ThisTimeForSure the level 19 dwarf berserker suffocated to death on level 2 of Sandworm lair.