










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 20 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Polomira the devourer at level 20 on the 50th Haze 122nd year of Ascendancy at 21:09 / 1 |
Primary Stats
| Strength | 48 (base 39) |
| Dexterity | 16 (base 12) |
| Constitution | 66 (base 48) |
| Magic | 18 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -105/1023 |
| Stamina | 128/167 |
| Healing Factor | 1.3559322033898 |
| Regeneration | 14.836140858976 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 8 |
| Speed | 1.33 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 6% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +9% |
| Blight | +6% |
| Physical | +4% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +5% |
| Physical | +25% |
| Mind | +20% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 59.076277833121 (63.098591549296%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 35 |
| Physical Save | 40 |
| Spell Save | 24 |
| Mental Save | 35 |
Defense: Resistances
| Cold | + 18%( 70%) |
| Acid | + 20%( 70%) |
| Lightning | + 7%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 10%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 28%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 23% |
| Bleed Resistance | 100% |
| Disarm Resistance | 27% |
| Fear Resistance | 100% |
| Stun Resistance | 79% |
| Poison Resistance | 80% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 180 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 117.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 53 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The gloom has confused the target, making it act randomly (25% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target is recovering 37 life each turn. Recovery |
| beneficial effect | The target's global speed is increased by 25%. Ghoulish Leap |
| beneficial effect | The target's combat damage is improved by 8 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Belylranne the green mold. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (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 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed electric eel tail. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Glorisetira' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +5% arcane Changes resistances penetration: +15% physical Physical save: +6 (+2 eff.) Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Govena'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +5% acid / +20% mind Mental save: +9 (+5 eff.) Maximum life: +42.00 Light radius: +2 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 | Flashstinger (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light / 4 fire Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +5% light / +10% fire Changes damage: +6% light Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cloudvalor the iron gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Mag / +1 Cun / +3 Con Changes resistances: +3% lightning Changes damage: +4% physical Grants telepathy: Humanoid/Orc See invisible: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | BetalleCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +9% temporal Changes damage: +9% acid Cut immunity: +5% Disarm immunity: +27% Pinning immunity: +23% Knockback immunity: +24% Only die when reaching: -40.00 life Maximum life: +26.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
| On fingers | steel ring 'Velakira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +5 Wil / +5 Mag Changes damage: +6% blight Life regen: +0.40 Stamina each turn: +0.80 Maximum stamina: +25.00 Spellpower: +7 (+3 eff.) Rings can have magical properties. |
| Around neck | copper amulet 'Splendourgasher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +6 Defense: +7 (+4 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +7 Lck Changes resistances: +6% mind Mental save: +20 (+8 eff.) Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| In main hand | Lisoyanor (26.5-37.1 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 insidious poison When wielded/worn: Changes stats: +1 Str / +2 Wil / +2 Con Vim when firing critical spell: +1.00 Spellpower: +4 (+2 eff.) Blunt and deadly. |
| Around waist | Nylach the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes stats: +4 Con Changes resistances penetration: +10% physical Physical save: +6 (+2 eff.) Stamina each turn: +0.40 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Kindlewinnow (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +17% acid / +15% fire Changes resistances penetration: +10% acid Changes damage: +3% light Life regen: +2.60 Stamina each turn: +1.00 Light radius: +2 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.steel dagger 'Lustrestrider' (19.5-25.35 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +16 mind When wielded/worn: Changes damage: +12% light / +6% mind Sharp, short and deadly. |
71 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. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
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. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Braaaiiins the Ghoul Bulwark level 18
29th Haze 122nd year of Ascendancy at 00:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Braaaiiins the Ghoul Bulwark level 20
49th Haze 122nd year of Ascendancy at 20:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Braaaiiins the Ghoul Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 06:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Braaaiiins the Ghoul Bulwark level 20
49th Haze 122nd year of Ascendancy at 13:35 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Braaaiiins the Ghoul Bulwark level 18
2nd Haze 122nd year of Ascendancy at 16:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Braaaiiins the Ghoul Bulwark level 5
9th Mirth 122nd year of Ascendancy at 08:40 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Braaaiiins the Ghoul Bulwark level 17
75th Dusk 122nd year of Ascendancy at 19:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Braaaiiins the Ghoul Bulwark level 8
3rd Flare 122nd year of Ascendancy at 01:22 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Braaaiiins the Ghoul Bulwark level 17
74th Dusk 122nd year of Ascendancy at 22:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Braaaiiins the Ghoul Bulwark level 14
25th Dusk 122nd year of Ascendancy at 06:15 see stats
Log
Voryba the oozing horror is no longer toxic to arcane users.
Braaaiiins receives 89 healing from Braaaiiins's purging blight area effect.
Braaaiiins's purging blight area effect hits Polomira the devourer for 46 blight damage.
Braaaiiins's purging blight area effect hits Voryba the oozing horror for 30 blight damage.
Braaaiiins's purging blight area effect hits Devourer for 46 blight damage.
Braaaiiins's purging blight area effect hits Devourer for 46 blight damage.
Braaaiiins's purging blight area effect killed Devourer!
Braaaiiins overcomes the gloom.
Braaaiiins has recovered!
Braaaiiins receives 50 healing.
Braaaiiins hits Devourer for 4 physical, 17 light, 4 fire (26 total damage).
Devourer hits Braaaiiins for 23 physical damage.
Braaaiiins resists the mind attack!
Voryba the oozing horror is invigorated by the attack!
Voryba the oozing horror is invigorated by the attack!
Braaaiiins is crippled.
Braaaiiins hits Voryba the oozing horror for 4 physical, 11 light, 3 fire (19 total damage).
Voryba the oozing horror hits Braaaiiins for 123 physical, 9 mind (133 total damage).
Voryba the oozing horror is no longer poisoned.
Voryba the oozing horror stops bleeding.
Burning from Braaaiiins hits Polomira the devourer for 8 fire damage.
Burning from Braaaiiins hits Devourer for 8 fire damage.
Bleeding from Blade horror hits Devourer for 10 physical damage.
Bleeding from Blade horror hits Polomira the devourer for 10 physical damage.
Braaaiiins uses Ghoulish Leap.
There is a previous level here (press '' or right click to use).
Braaaiiins speeds up.
Polomira the devourer casts Moonlight Ray.
Saving game...

























































