











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 7 / 54% |
| Size | big |
| Lifes / Deaths | Killed by gloomy giant venus flytrap at level 7 on the 2nd Flare 122nd year of Ascendancy at 21:46 / 1 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 12 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 26 (base 24) |
| Willpower | 8 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -5/281 |
| Insanity | 0/100 |
| Vim | 124/124 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.609950326513% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 20.283185043358 |
| See Invisible | 20.283185043358 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 26 |
| Crit Chance | 2% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +11% |
| Nature | +3% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 6 |
| Physical Save | 13 |
| Spell Save | 11 |
| Mental Save | 7 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Light | + 22%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 21%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | [vs. miner's pair of iron boots of speed (0 def, 4 armour) (On feet)]miner's pair of iron boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 (-) Fatigue: +2% (-) Infravision radius: +1 (-) Movement speed: +25% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On fingers | [vs. copper ring of light (+22%) (On fingers, 1 of 2)]copper ring of light (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22%(-) light Changes damage: +11%(-) light Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of light (+22%) (On fingers, 1 of 2)]copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Spellpower: +5 (+3 eff.) Mindpower: +6 (+4 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
| On hands | [vs. naturalist's iron gauntlets (0 def, 1 armour) (On hands)]naturalist's iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 5(-) nature Changes resistances: +5%(-) nature Changes damage: +3%(-) nature 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. |
| Main armor | [vs. Spinal Cage (5 def, 8 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +5 (+5 eff.) (-) Fatigue: +3% (-) Changes stats: +2(-) Dex Changes resistances: +15%(-) physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 30.54 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.34 to 70.03 lightning damage (46.68 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Light source | [vs. brass lantern 'Murkspike' (Light source)]brass lantern 'Murkspike' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 (-) Defense: +10 (+10 eff.) (-) Effects on melee hit: * 10% chance to reduce damage dealt by 10% Damage (Melee): 0(-10) item darkness numbing Changes resistances: +2%(-) physical Maximum life: +43.00 (-) Light radius: +3 (-) 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. |
| Cloak | [vs. thick linen cloak of Eldoral (1 def, 5 armour) (Cloak)]thick linen cloak of Eldoral (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Cun / +1(-) Dex Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | [vs. arcing iron mace of massacre (18-24 power, 2 apr) (In main hand)]arcing iron mace of massacre (18-24 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Blunt and deadly. |
Inventory
[vs. Rune: Shatter Afflictions (on body)]shatter afflictions rune of the sneak (absorb 34; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34(-16) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your +Cunning 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 spell talent. |
[vs. arcing iron mace of massacre (18-24 power, 2 apr) (In main hand)]balanced iron mace of massacre (19-27 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6(+1.5 - +2.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 41 damage When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+4 eff.) Disarm immunity: +24% Blunt and deadly. |
[vs. arcing iron mace of massacre (18-24 power, 2 apr) (In main hand)]iron mace of massacre (18-26 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.5 - 25.9(+1.0 - +1.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 41 damage Blunt and deadly. |
[vs. thick linen cloak of Eldoral (1 def, 5 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +1 (+1 eff.) (-) Changes stats: +0(-2) Cun / +0(-1) Dex Changes resistances: +0%(-11%) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. miner's pair of iron boots of speed (0 def, 4 armour) (On feet)]pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +0% (-2%) Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +0 (-1) Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. naturalist's iron gauntlets (0 def, 1 armour) (On hands)]polar rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (-1%) Damage (Melee): 0(-5) nature / 6 cold Changes resistances: +0%(-5%) nature / +5% cold Changes damage: +0%(-3%) nature / +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. naturalist's iron gauntlets (0 def, 1 armour) (On hands)]umbral rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (-1%) Damage (Melee): 6 darkness / 0(-5) nature Changes resistances: +6% darkness / +0%(-5%) nature Changes damage: +4% darkness / +0%(-3%) nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold Physical save: +10 (+8 eff.) A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. Wildpunish (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 37% Changes stats: +3 Str Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold Hate when firing a critical mind attack: +4.00 Mindpower: +5 (+4 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Murkspike' (Light source)]This item will automatically be transmogrified when you leave the level. Duvogachik Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +15 (+5 eff.) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Damage (Melee): 0(-10) item darkness numbing Damage when hit (Melee): 6 physical Changes resistances: +0%(-2%) physical Physical save: +9 (+8 eff.) Maximum life: +0.00 (-43.00) Maximum stamina: +10.00 Light radius: +6 (+3) 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. |
[vs. brass lantern 'Murkspike' (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Damage (Melee): 0(-10) item darkness numbing Changes resistances: +0%(-2%) physical Maximum life: +0.00 (-43.00) Light radius: +3 (-) 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. |
[vs. brass lantern 'Murkspike' (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Damage (Melee): 0(-10) item darkness numbing Changes resistances: +0%(-2%) physical Maximum life: +40.00 (-3.00) Light radius: +5 (+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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
supercharged elm wand of conjuration [power 135] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 135 acid damage Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Sick poison ivy's creeping dark hits Writhing Ogre for 6 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Sick poison ivy's creeping dark hits Writhing Ogre for 6 darkness damage.
The dark tendrils dissipate.
The dark tendrils dissipate.
Gloomy giant venus flytrap uses Spit Poison.
Writhing Ogre is poisoned!
Gloomy giant venus flytrap hits Writhing Ogre for 17 nature damage.
You are unable to move!
You are unable to move!
Writhing Ogre is no longer pinned.
Poison from Gloomy giant venus flytrap hits Writhing Ogre for 17 nature damage.
Sick poison ivy's creeping dark hits Writhing Ogre for 6 darkness damage.
Poison from Gloomy giant venus flytrap hits Writhing Ogre for 17 nature damage.
Sick poison ivy's creeping dark hits Writhing Ogre for 6 darkness damage.
Poison from Gloomy giant venus flytrap hits Writhing Ogre for 17 nature damage.
Rune: Shielding is still on cooldown for 2 turns.
You do not have enough Insanity to use Shed Skin.
Talent Lash Out is ready to use.
Poison from Gloomy giant venus flytrap hits Writhing Ogre for 17 nature damage.
Talent Rune: Shielding is ready to use.
Poison from Gloomy giant venus flytrap hits Writhing Ogre for 17 nature damage.
Writhing Ogre the level 7 ogre writhing one was naturalised to death by a gloomy giant venus flytrap on level 3 of Heart of the Gloom.
































































