Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 | 
| Addons | Store Wish List 1.0.3 Stone Wardens DLC Class 1.0.3 "Save" Talent/Stat Points 1.0.3 Notes to Self 1.0.3 Use Item Shortcuts 1.0.3 Tier-1 Short Circuit Option 1.0.3 Inventory Keys 1.0.3 Inventory Sort Order 1.0.3 Rest Tweaks (Rechargeables, Auto-use and More!) 1.0.1 Auto-Transmo Gems 1.0.3 Talent Point Planner 1.0.3 Items Vault 1.0.3 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Halfling | 
| Class | Archer | 
| Level / Exp | 16 / 24% | 
| Size | small | 
| Lifes / Deaths | Killed by skeleton mage at level 7 on the 1st Mirth 122nd year of Ascendancy at 19:500 / 6 Killed by skeleton warrior at level 7 on the 3rd Mirth 122nd year of Ascendancy at 05:18 Killed by bee swarm at level 13 on the 6th Haze 122nd year of Ascendancy at 03:39 Killed by Shardskin at level 13 on the 6th Haze 122nd year of Ascendancy at 06:09 Killed by Vorylravena the Guardian at level 15 on the 22nd Haze 122nd year of Ascendancy at 02:29 Killed by Zidanfen the dwarf at level 16 on the 26th Haze 122nd year of Ascendancy at 21:10 | 
Primary Stats
| Strength | 21 (base 22) | 
| Dexterity | 45 (base 39) | 
| Constitution | 19 (base 15) | 
| Magic | 10 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 29 (base 21) | 
Resources
| Life | -57/447 | 
| Stamina | 80/152 | 
| Healing Factor | 1.1 | 
| Regeneration | 34.947 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 6 | 
Offense: Mainhand
| Damage | 64 | 
| Accuracy | 41 | 
| Crit Chance | 11% | 
| APR | 2 | 
| Speed | 0.80 | 
Offense: Offhand
| Damage | 8 | 
| Accuracy | 41 | 
| Crit Chance | 12% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20.35 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +10% | 
| Fire | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +4% | 
Defense: Base
| Armour (hardiness) | 26.64 (43%) | 
| Defense | 22.125 | 
| Ranged Defense | 23.125 | 
| Fatigue | 13 | 
| Physical Save | 21.9375 | 
| Spell Save | 16.925 | 
| Mental Save | 26.2875 | 
Defense: Resistances
| Light | + 30%( 70%) | 
| Darkness | + 6%( 70%) | 
| Fire | + 19%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 8% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 115 damage for 5 turns. The effect will scale with your magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. | 
Class Talents
| Technique / Archery - bows | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 0.90 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Archery - slings | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Field control | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 5% feedback damage from all damage done.Empathic Hex | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns).Runic Saturation | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| beneficial effect | A flow of life spins around the target, regenerating 30.52 life per turn.Regeneration | 
| beneficial effect | The target has 55% chance to evade melee attacks.Evasion | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 abandoned lone alchemist to death.Escort: lone alchemist (level 1 of Daikara) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.Escort: lost sun paladin (level 2 of Old Forest) As a reward you improved Strength by +2. | done | 
| You abandoned repented thief to death.Escort: repented thief (level 1 of Old Forest) | failed | 
| You failed to protect the temporal explorer from death by Cyravena the skeleton warrior.Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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 Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. 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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 4 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear | active | 
| 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 | miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +2 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. | 
| Quiver | battle-ranger's pouch of steel shots of accuracy (40/53, 19.5-23.4 power, 2 apr)battle-ranger's pouch of steel shots of accuracy (40/53, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 53 When wielded/worn: Ammo reloads per turns: +2 Shots are used with slings to pummel your foes to death. | 
| Light source | Summertide PhialSummertide Phial Infused 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 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head | stabilizing iron helm of dexterity (+3) (0 def, 3 armour)stabilizing iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Physical save: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands | heroic rough leather gloves of the nighthunter (0 def, 4 armour)heroic rough leather gloves of the nighthunter (0 def, 4 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +3 Armour: +4 Changes stats: +1 Cun Changes resistances: +6% darkness Mental save: +6 Maximum life: +40.00 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool | elm totem of cure poisons [power 1]  (18 cooldown)elm totem of cure poisons [power 1]  (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| On fingers | titan's copper ring of fire (+20%)titan's copper ring of fire (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +4 Rings can have magical properties. | 
| On fingers | psionicist's copper ring of blastingpsionicist's copper ring of blasting Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 lightning / 3 physical Damage when the wearer is hit: 4 lightning / 4 physical Mental save: +6 Rings can have magical properties. | 
| Around neck | inertial steel amulet of cunning (+4)inertial steel amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Pinning immunity: +20% Stamina each turn: +0.20 Amulets can have magical properties. | 
| In main hand | steady cured leather slingsteady cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 When wielded/worn: Accuracy: +6 Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. | 
| Around waist | clarifying rough leather belt of carryingclarifying rough leather belt of carrying Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mental save: +5 A belt that goes around your waist. | 
| In off hand | warbringer's steel dagger of corruption (10-13 power, 6 apr)warbringer's steel dagger of corruption (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +4 darkness / +6 blight When wielded/worn: Physical power: +6 Changes stats: +1 Con Changes resistances penetration: +4% physical Disarm immunity: +8% Sharp, short and deadly. | 
| Cloak | enveloping linen cloak (6 def, 0 armour)enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | impenetrable iron mail armour of resilience (2 def, 11 armour)impenetrable iron mail armour of resilience (2 def, 11 armour) Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +12% Maximum life: +23.00 A suit of armour made of mail. | 
Inventory
| shielding rune of the titan (absorb 158 for 3 turns)shielding rune of the titan (absorb 158 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. | 
| savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +5 Spell save: +6 Mental save: +6 Rings can have magical properties. | 
| Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid This ring shines with many colors. | 
| quick-loading pouch of dwarven-steel shots of accuracy (22/22, 36.5-43.8 power, 3 apr)quick-loading pouch of dwarven-steel shots of accuracy (22/22, 36.5-43.8 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy: +11 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 When wielded/worn: Ammo reloads per turns: +2 Shots are used with slings to pummel your foes to death. | 
| Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
| Thalore-Wood Cuirass (4 def, 10 armour)Thalore-Wood Cuirass (4 def, 10 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. | 
| 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. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. | 
| Rod of Recall (2/2)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, costing 180 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. | 
| supercharged ash totem of thorny skin [power 38]  (26 cooldown)supercharged ash totem of thorny skin [power 38]  (26 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 38 and armour hardiness by 40%, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| Heart of the Sandworm QueenHeart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. | 
Achievements
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Josarad the Halfling Archer level 9
22nd Dusk 122nd year of Ascendancy at 05:25 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Josarad the Halfling Archer level 10
40th Dusk 122nd year of Ascendancy at 20:40 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Josarad the Halfling Archer level 16
26th Haze 122nd year of Ascendancy at 06:28 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Josarad the Halfling Archer level 13
10th Haze 122nd year of Ascendancy at 00:16 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Josarad the Halfling Archer level 8
6th Mirth 122nd year of Ascendancy at 08:26 see stats
Log
Josarad is free from the rotting disease.
Josarad casts Rune: Reflection Shield.
A shield forms around Josarad.
Arronhan the human casts Phase Door.
Zidanfen the dwarf casts Dark Portal.
Josarad uses Steady Shot.
Talent Infusion: Regeneration is ready to use.
The shield around Josarad crumbles.
Talent Steady Shot is ready to use.
Josarad shoots!
Zidanfen the dwarf casts Bone Nova.
Grimir the halfling tries to evade attacks.
Zidanfen the dwarf hits Grimir the halfling for 59 physical damage.
Josarad tries to evade attacks.
Josarad hits war hound for 4 physical, 4 lightning damage (total 7.24).
War hound hits Josarad for 49 physical, 1 physical, 1 lightning damage (total 49.40).
Josarad uses Infusion: Regeneration.
Josarad starts regenerating health quickly.
Zidanfen the dwarf casts Soul Rot.
Zidanfen the dwarf's spell attains critical power!
Josarad evades war hound.
Saving game...
