












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! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 18 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Denro the thalore at level 18 on the 25th Haze 122nd year of Ascendancy at 11:37 / 1 |
Primary Stats
| Strength | 37 (base 12) |
| Dexterity | 63 (base 46) |
| Constitution | 21 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 22 (base 11) |
| Cunning | 46 (base 34) |
Resources
| Life | -128/411 |
| Stamina | 39/217 |
| Healing Factor | 1.364804467222 |
| Regeneration | 10.986675961137 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 36.323645669319 |
| See Invisible | 36.323645669319 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 56 |
| Crit Chance | 20% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Acid | +3% |
| Light | +9% |
| Darkness | +16% |
| Blight | +12% |
| Physical | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Darkness | +20% |
| Fire | +10% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 40.719009130622 (56.026343845506%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 3.9238052216851 |
| Physical Save | 28 |
| Spell Save | 11 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Fire | + 23%( 70%) |
| Darkness | + 15%( 70%) |
| Cold | + 34%( 70%) |
| Physical | + 41%( 70%) |
| Mind | + 14%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Confusion Resistance | 23% |
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Layuna the black bear. Escort: repented thief (level 1 of Old Forest) | failed |
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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +25% Confusion immunity: +23% Stun/Freeze immunity: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | self-loading pouch of steel shots of wind (20/20, 115% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 115% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
| Light source | GlemaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning Changes damage: +3% mind Physical save: +5 (+2 eff.) Blindness immunity: +20% Life regen: +2.00 Only die when reaching: -40.00 life Light radius: +3 Healing mod.: +16% 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 | Unrirach the Ebonyraven (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +5 Str / +4 Dex / +5 Wil / +1 Con Changes resistances: +9% physical Changes damage: +12% blight / +6% physical Physical save: +11 (+5 eff.) Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 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 | elm wand of shielding 'Zanulin' [power 122] (6/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Wil / +2 Cun / +1 Con Changes resistances: +6% mind It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | gladiator's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
| Around neck | warrior's copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | mighty hardened leather sling of piercingRequires: - 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%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +10 Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +5% all Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Samosantir the AshsinInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +3% acid Mental save: +3 (+2 eff.) Life regen: +4.80 Maximum life: +60.00 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | Eiliniwe the Bleakquarry (0 def, 6 armour, 141% power, 76 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +10 cold Damage (radius 1) on hit: +16 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 4 mind On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +10% cold Changes resistances penetration: +15% darkness Changes damage: +9% light / +6% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Serpentgash the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +5 Str / +4 Con Changes resistances penetration: +5% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chalarab the Blindblur (20 def, 17 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +15 (+4 eff.) Armour: +17 Defense: +20 (+6 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes stats: +9 Str / +1 Con Changes resistances: +15% darkness / +20% fire / +8% mind / +27% physical Mental save: +14 (+6 eff.) Light radius: +4 It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 295; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 295 life over 5 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 nature talent. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
penetrating hardened leather sling of enduringRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances penetration: +5% physical Maximum life: +32.00 Slings are used to hurl stones or metal shots at your foes. |
verdant cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% all Changes damage: +8% nature Poison immunity: +31% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinygamina the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Wil / +1 Cun Changes resistances: +3% blight Physical save: +3 (+1 eff.) Stun/Freeze immunity: +20% Mindpower: +15 (+8 eff.) A cap made of leather. |
prismatic hardened leather armour of temporal resistance (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +17% temporal / +13% light / +10% darkness A suit of armour made of leather. |
volcanic hardened leather armour of Eyal (9 def, 12 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +14% fire / +16% physical Life regen: +3.00 Maximum life: +23.00 Healing mod.: +12% A suit of armour made of leather. |
agate0.00 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. |
293 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
Duvadrahek the Blazewaker (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% mind Changes resistances penetration: +5% acid Changes damage: +3% lightning / +6% mind / +6% acid Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)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 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
steel torque of psionic shield [power 47] (6/21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Arurianne' [power 116] (6/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Con / +5 Mag Changes damage: +6% mind Spellpower: +15 (+11 eff.) Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Skypride the ash wand of lightning storm [power 200] (6/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +3% mind Changes resistances penetration: +10% lightning Spellpower on spell critical (stacks up to 3 times): +10 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Skirmi the Shalore Skirmisher level 10
8th Flare 122nd year of Ascendancy at 15:32 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Skirmi the Shalore Skirmisher level 18
78th Dusk 122nd year of Ascendancy at 15:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Skirmi the Shalore Skirmisher level 13
8th Dusk 122nd year of Ascendancy at 12:02 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Skirmi the Shalore Skirmisher level 16
61st Dusk 122nd year of Ascendancy at 01:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Skirmi the Shalore Skirmisher level 15
56th Dusk 122nd year of Ascendancy at 13:18 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Skirmi the Shalore Skirmisher level 16
61st Dusk 122nd year of Ascendancy at 06:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmi the Shalore Skirmisher level 18
78th Dusk 122nd year of Ascendancy at 14:53 see stats
Log
Poison bursts out of Bloated ooze's corpse!
Bloated ooze resists the knockback!
Denro the thalore resists the knockback!
Denro the thalore shares damage with his oozes!
Skirmi's Shoot hits Bloated ooze for 112 physical damage.
Skirmi's Shoot hits Denro the thalore for 23 physical, (5 antimagic), 0 fire, 51 physical (74 total damage).
Skirmi's Shoot hits Bloated ooze for 112 physical damage.
Skirmi's Shoot hits Bloated ooze for 97 physical damage.
Skirmi's Shoot killed Bloated ooze!
Skirmi's Shoot killed Bloated ooze!
Skirmi's Shoot killed Bloated ooze!
Denro the thalore uses Antimagic Zone.
Skirmi is silenced!
Denro the thalore is no longer pinned.
Bleeding from Skirmi hits Denro the thalore for 39 physical damage.
Poison from Denro the thalore hits Skirmi for (25 flat reduction), 32 nature (32 total damage).
Denro the thalore's manaburn arcane area effect hits Skirmi for 0 arcane damage.
Denro the thalore warms up.
Denro the thalore stops bleeding.
Skirmi speeds up.
Talent Track is ready to use.
Poison from Denro the thalore hits Skirmi for (25 flat reduction), 71 nature (71 total damage).
Denro the thalore uses Slime Spit.
Talent Swift Shot is ready to use.
Poison from Denro the thalore hits Skirmi for (25 flat reduction), 71 nature (71 total damage).
Skirmi reacts to damage from Denro the thalore's Slime Spit, mitigating the blow!.
Denro the thalore's Slime Spit hits Skirmi for (25 flat reduction), (28 reacted , -3 stam), 171 nature (171 total damage).
Skirmi the level 18 shalore skirmisher was slimed to death by Denro the thalore on level 1 of Ambush!.







































































