









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 22 / 47% |
Size | medium |
Lifes / Deaths | Killed by gwelgoroth at level 15 on the 40th Dusk 122nd year of Ascendancy at 02:55 0 / 7Killed by luminous horror at level 17 on the 70th Dusk 122nd year of Ascendancy at 08:41 Killed by Gloryrin the ghast at level 20 on the 58th Haze 122nd year of Ascendancy at 10:13 Killed by Gloryrin the ghast at level 20 on the 58th Haze 122nd year of Ascendancy at 11:17 Killed by Grand Corruptor at level 21 on the 6th Allure 123rd year of Ascendancy at 18:24 Killed by zombie bunny at level 22 on the 12nd Regrowth 123rd year of Ascendancy at 12:39 Killed by mad druid at level 22 on the 12nd Regrowth 123rd year of Ascendancy at 12:53 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 42) |
Dexterity | 23 (base 20) |
Constitution | 46 (base 35) |
Magic | 10 (base 10) |
Willpower | 19 (base 12) |
Cunning | 24 (base 16) |
Resources
Life | -98/717 |
Stamina | 63/200 |
Healing Factor | 1.5 |
Regeneration | 21.629197634672 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 123 |
Accuracy | 54 |
Crit Chance | 25% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Offense: Damage Penetration
Physical | +7% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 60.084537089062 (97.241379310345%) |
Defense | 30 |
Ranged Defense | 35 |
Fatigue | 32 |
Physical Save | 47 |
Spell Save | 39 |
Mental Save | 18 |
Defense: Resistances
Acid | + 16%( 70%) |
Light | + 15%( 70%) |
Cold | + 33%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 29%( 70%) |
Fire | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 15% |
Bleed Resistance | 40% |
Confusion Resistance | 15% |
Instadeath Resistance | 100% |
Stun Resistance | 15% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.51 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 9.77, and stamina regeneration by 1.95. Bloodbath |
beneficial effect | You gain 21% resistance against arcane. Resolve |
detrimental effect | Anadal is fed upon by Ginn of the Bunnypocalypse. Fed Upon |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved spell save by +4. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 5. | 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +5 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +6% temporal Mindpower: +5 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes stats: +3 Dex Physical save: +38 (+13 eff.) Stamina each turn: +1.00 Maximum stamina: +15.00 Light radius: +5 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% light / +6% cold Mental save: +3 (+2 eff.) Confusion immunity: +15% Stun/Freeze immunity: +15% Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +6% fire Blindness immunity: +20% Poison immunity: +20% Cut immunity: +40% Disarm immunity: +15% Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Con Life regen: +0.70 Maximum life: +53.00 Healing mod.: +12% Rings can have magical properties. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Armour: +6 Damage when hit (Melee): 12 darkness / 8 physical Changes resistances penetration: +15% darkness Physical save: +11 (+4 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +28 insidious poison Massive two-handed mauls. |
On hands | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +2 Changes resistances: +6% blight Spell save: +9 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+3 eff.) Fatigue: +24% Changes resistances: +7% acid / +5% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +15% 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 | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +11 (+6 eff.) Changes stats: +5 Lck Talent masteries: +0.21 Technique / Archery training +0.21 Technique / Combat veteran Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Inventory
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% darkness / +11% temporal Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +11 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 physical Changes stats: +3 Str Changes resistances: +9% cold / +7% fire Physical save: +6 (+2 eff.) Life regen: +0.40 A pair of boots made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Life regen: +1.40 Maximum life: +46.00 Healing mod.: +12% A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 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 and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Powered by arcane forces 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 and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: -8% Changes stats: +4 Cun / +5 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anadal the Cornac Berserker level 20
61st Haze 122nd year of Ascendancy at 14:51 see stats
By Anadal the Cornac Berserker level 12
6th Dusk 122nd year of Ascendancy at 20:45 see stats
By Anadal the Cornac Berserker level 18
76th Dusk 122nd year of Ascendancy at 17:51 see stats
By Anadal the Cornac Berserker level 20
50th Haze 122nd year of Ascendancy at 11:59 see stats
By Anadal the Cornac Berserker level 10
4th Flare 122nd year of Ascendancy at 11:39 see stats
By Anadal the Cornac Berserker level 20
37th Haze 122nd year of Ascendancy at 05:23 see stats
By Anadal the Cornac Berserker level 21
5th Allure 123rd year of Ascendancy at 14:24 see stats
By Anadal the Cornac Berserker level 22
12nd Regrowth 123rd year of Ascendancy at 12:46 see stats
By Anadal the Cornac Berserker level 15
36th Dusk 122nd year of Ascendancy at 19:01 see stats
By Anadal the Cornac Berserker level 17
46th Dusk 122nd year of Ascendancy at 02:32 see stats
By Anadal the Cornac Berserker level 19
36th Haze 122nd year of Ascendancy at 07:34 see stats
By Anadal the Cornac Berserker level 22
12nd Regrowth 123rd year of Ascendancy at 12:39 see stats
Log
Anadal killed Zombie bunny!
Insidious Poison from Anadal killed Zombie bunny!
Mad Archdruid's corrosive acid area effect hits Ginn of the Bunnypocalypse for 36 acid damage.
Mad Archdruid's corrosive acid area effect hits Xuvena of the Bunnypocalypse for 36 acid damage.
Mad Archdruid's corrosive acid area effect hits Adiwen of the Bunnypocalypse for 39 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 40 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 40 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 40 acid damage.
Mad Archdruid's corrosive acid area effect hits Silena of the Bunnypocalypse for 33 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 40 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 40 acid damage.
Mad Archdruid's corrosive acid area effect hits Mad druid for 39 acid damage.
Insidious Poison from Anadal hits Mad druid for 4 nature damage.
Silena of the Bunnypocalypse casts Aether Beam.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Mad druid uses Slime Spit.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Anadal is invigorated by the attack!
Silena of the Bunnypocalypse's aether beam hits Anadal for 3 arcane damage.
Saving game...