










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion! |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 28 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 11 on the 23rd Retaking 124th year of Ascendancy at 02:19 0 / 7Killed by elven astromancer at level 12 on the 24th Retaking 124th year of Ascendancy at 11:40 Killed by Bolwar Arc at level 14 on the 49th Retaking 124th year of Ascendancy at 23:25 Killed by Poluvena the ritch larva at level 22 on the 30th Revenge 124th year of Ascendancy at 15:14 Killed by worm that walks at level 26 on the 10th Pain 124th year of Ascendancy at 00:34 Killed by radiant horror at level 26 on the 10th Pain 124th year of Ascendancy at 01:41 Killed by ogre rune-spinner at level 28 on the 46th Pain 124th year of Ascendancy at 08:15 |
Primary Stats
| Strength | 80 (base 57) |
| Dexterity | 40 (base 34) |
| Constitution | 33 (base 26) |
| Magic | 12 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -10/929 |
| Stamina | 231/231 |
| Healing Factor | 1.5199507389162 |
| Regeneration | 84.611929160562 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Stealth | 7 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 48 |
| Crit Chance | 17% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| All | 0% |
| Physical | +16% |
| Fire | +12% |
| Nature | +16% |
Offense: Damage Penetration
| Physical | +17% |
| Lightning | +23% |
| Cold | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 93.638214244668 (93.924050632911%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 37 |
| Physical Save | 50 |
| Spell Save | 27 |
| Mental Save | 29 |
Defense: Resistances
| Acid | -6%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | -1%( 70%) |
| Cold | + 17%( 70%) |
| All | -13%( 70%) |
| Lightning | -2%( 70%) |
| Light | + 18%( 70%) |
| Physical | -6%( 70%) |
| Mind | + 1%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 10% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -226 life. The duration and life will increase by 1% for every 1% life you have lost (currently 353 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 10 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Orc | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | Huge cut that bleeds, doing 9.97 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 17%. Curse of Vulnerability |
| beneficial effect | A flow of life spins around the target, regenerating 49.00 life per turn. Regeneration |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Firewasp the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +3 Mag / +1 Cun / +3 Con Changes damage: +12% fire Physical save: +12 (+4 eff.) Mental save: +16 (+8 eff.) Stamina each turn: +2.00 Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of ash arrows of accuracy (20/20, 26-36.4 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.0 - 36.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +7 Crit. chance: +10.5% Capacity: 20 On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Mental save: +7 (+3 eff.) Light radius: +4 See stealth: +7 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Vorerawyn the hardened leather hat (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes resistances: +1% physical / +12% light / +15% nature Poison immunity: +10% A hat made of leather. Very stylish. |
| On hands | sand iron gauntlets of dexterity (+2) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Guriatta the Deepsshaper (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes stats: +3 Str Changes resistances: +7% fire / +13% darkness / +12% nature Changes damage: +8% nature / +6% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | 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 (+3 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. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% mind Confusion immunity: +23% Amulets can have magical properties. |
| In main hand | Torelahad the voratun mace (47-65.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +18 lightning / +25 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes resistances: +3% blight / +9% light / +5% arcane Changes resistances penetration: +16% lightning / +10% cold Silence immunity: +10% Movement speed: +20% Blunt and deadly. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | wrathful steel shield of shrapnel (0 def, 4 armour, 13-15.6 power, 42.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (radius 2) on crit: +10 light / +10 fire When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Changes resistances: +6% light / +8% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Cuthegochak the cashmere cloak (20 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +2 Cun / +3 Dex Changes resistances: +6% acid Changes resistances penetration: +10% physical Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gloomgash (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +9% lightning / +9% darkness / +3% blight / +18% fire / +5% arcane / +6% cold A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.schematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel steamsaw of fire resistance (+18%) (22-33 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Physical power: +7 (+1 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Con Changes resistances: +18% fire Changes resistances penetration: +7% physical Talent granted: +2 Block Disarm immunity: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +20% lightning / +12% light / +14% darkness A suit of armour made of metal plates. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bolwar Arc the Orc Bulwark level 12
25th Retaking 124th year of Ascendancy at 00:58 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Bolwar Arc the Orc Bulwark level 14
50th Retaking 124th year of Ascendancy at 22:50 see stats
Level 10
Got a character to level 10.By Bolwar Arc the Orc Bulwark level 10
19th Retaking 124th year of Ascendancy at 09:02 see stats
Level 20
Got a character to level 20.By Bolwar Arc the Orc Bulwark level 20
28th Revenge 124th year of Ascendancy at 14:00 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Bolwar Arc the Orc Bulwark level 20
29th Revenge 124th year of Ascendancy at 18:40 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bolwar Arc the Orc Bulwark level 24
37th Revenge 124th year of Ascendancy at 22:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bolwar Arc the Orc Bulwark level 17
14th Revenge 124th year of Ascendancy at 02:43 see stats
Log
Burning from Ogre rune-spinner hits Bolwar Arc for 23 fire damage.
Weakness Disease from Orc corruptor (subdued) hits Bolwar Arc for 11 blight damage.
Eilinetha the orc corruptor (subdued) receives 8 healing from Eilinetha the orc corruptor (subdued)'s Blood Grasp.
Eilinetha the orc corruptor (subdued)'s Blood Grasp hits Bolwar Arc for 57 blight damage.
Orc corruptor (subdued)'s armor corrodes!
Eilinetha the orc corruptor (subdued) is no longer rampaging.
Eilinetha the orc corruptor (subdued) calms down.
Orc corruptor (subdued) regains their energy.
Bolwar Arc hits Orc corruptor (subdued) for 5 physical damage.
Bolwar Arc hits Orc corruptor (subdued) for 44 physical, 6 physical, 5 physical (56 total damage).
Deep Wound from Bolwar Arc hits Orc corruptor (subdued) for 76 physical damage.
Bleeding from Bolwar Arc hits Orc corruptor (subdued) for 64 physical damage.
Orc corruptor (subdued) casts Soul Rot.
Orc corruptor (subdued)'s spell attains critical power!
Orc corruptor (subdued) casts Rune: Shielding.
A shield forms around orc corruptor (subdued).
Orc corruptor (subdued)'s Soul Rot hits Bolwar Arc for 163 blight damage.
Bolwar Arc is free from the weakness disease.
Bolwar Arc stops burning.
Bleeding from Bolwar Arc hits Orc corruptor (subdued) for (64 absorbed), 0 physical (0 total damage).
Deep Wound from Bolwar Arc hits Orc corruptor (subdued) for (76 absorbed), 0 physical (0 total damage).
Ogre rune-spinner casts Earthen Missiles.
Bolwar Arc uses Infusion: Regeneration.
Bolwar Arc starts regenerating health quickly.
Orc corruptor (subdued) uses his torque!
Orc corruptor (subdued) hits Bolwar Arc for 65 physical damage.
Bolwar Arc starts to bleed.
Saving game...
































































